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tzk221 Wrote:Do you mean 110% + Skill% or 100%+Skill%? I'm pretty sure it's the latter and since you said max SE = +140% (max SE description = +40%), I think that's what you meant, too.
Sorry for the ambiguity. I'll show you what I mean with math to eliminate it (hopefully).
First of all, "(Skill Level)%" was denoting the level of Sharp Eyes, not the skill level of the attack you used or anything else. The reason 110% is added to this is that, for example, level 1 Sharp Eyes adds 111% damage to crits. Basically I was trying to denote in a short manner, that for level:
1, you add 111%
2, you add 112%
...
15, you add 125%
...
30, you add 140%.
Does that make more sense?
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Rand Wrote:For magician classes, however, it only adds 40% damage, as the skill's description denotes. This is probably because magician skills don't have a clear skill multiplier, and making their damage increase by 140% would be obscenely overpowered.
It actually wouldn't...a 15% chance crit with +140% damage is still only an increased average damage output of 21%. That's nothing compared to archers who don't have SE, who get a 65.7% increase, and hermits/NLs, who get a 53% increase.
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2008-07-30, 01:41 AM
(This post was last modified: 2008-07-30, 02:18 AM by Rand.)
Dusk Wrote:It actually wouldn't...a 15% chance crit with +140% damage is still only an increased average damage output of 21%. That's nothing compared to archers who don't have SE, who get a 65.7% increase, and hermits/NLs, who get a 53% increase.
I was mainly considering the ultimate factor for training, not single-target DPS. You'll get a lot more crits when you can get up to 15 chances with every cast, and doing 2.4 times the normal ultimate damage is gonna alter your killing speed drastically for each success.
Either way, the designers of the game didn't give magician classes a 140% boost for SOME reason, you know?
Russt Wrote:That makes it even less significant, then. If a mage can 2HKO with an ultimate, what does it matter that 2 or 3 of the hits critical for 99999 damage? He'd still have to cast it again to clear the other 12.
Sure, when 2 hitting comes into play.
2 hits vs 1 hit with SE won't make an incredible difference, no.
However, 2 hitting is never something that comes upon acquiring the ultimate (exception being those who saved their SP and advanced late in 4th job back in January?), it requires a very high amount of magic and base spell power. Now if you go from 3 hitting to 1 hitting monsters, an exp boost over time will be noticed.
Bleh, ultimates, from a single target class's perspective, are just overpowered in general, and seeing a 12x crit 99,999s just seems a bit...unbalanced to me. It's just my opinion though, take it or leave it - mages were never about damage, they were about monster/mob control, and clerics/priests were about support of party members and survivability.
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Rand Wrote:Sorry for the ambiguity. I'll show you what I mean with math to eliminate it (hopefully).
First of all, "(Skill Level)%" was denoting the level of Sharp Eyes, not the skill level of the attack you used or anything else. The reason 110% is added to this is that, for example, level 1 Sharp Eyes adds 111% damage to crits. Basically I was trying to denote in a short manner, that for level:
1, you add 111%
2, you add 112%
...
15, you add 125%
...
30, you add 140%.
Does that make more sense? Yeah, I got it when Saph pointed it out. Minor brainfart.
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2008-07-30, 02:00 AM
(This post was last modified: 2008-07-30, 02:03 AM by Russt.)
Rand Wrote:I was mainly considering the ultimate factor for training, not single-target DPS. You'll get a lot more crits when you can get up to 15 chances with every cast, and doing 2.4 times the normal ultimate damage is gonna alter your killing speed drastically for each success.
Either way, the designers of the game didn't give magician classes a 140% boost for SOME reason, you know?
That makes it even less significant, then. If a mage can 2HKO with an ultimate, what does it matter that 2 or 3 of the hits critical for 99999 damage? He'd still have to cast it again to clear the other 12.
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Dusk Wrote:It actually wouldn't...a 15% chance crit with +140% damage is still only an increased average damage output of 21%. That's nothing compared to archers who don't have SE, who get a 65.7% increase, and hermits/NLs, who get a 53% increase.
Paladins receive an 18.9% average damage increase at bosses. Go whine some moar. D=
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Devil's Sunrise Wrote:Paladins receive an 18.9% average damage increase at bosses. Go whine some moar. D=
And mages get 6. I'm not complaining, I'm the one wielding SE.
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One more thing we could try to find.
How is party EXP split? It was shown a while ago that with two people of the same level, the experience is shared 3:2. That's a start, at least.
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Dusk Wrote:And mages get 6. I'm not complaining, I'm the one wielding SE.
No, mages get 1.40*0.15*100% = 21%
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No, they get 6. It's more like 0.40*0.15
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Russt Wrote:No, they get 6. It's more like 0.40*0.15
I'm buying coffee. Lots of it.
Mages get 1.4*0.15+1*0.85 = 1.06
Paladins get (690*0.15 + 550*0.85)/550 = 1.038
Anyway, our damage-range increase is screwed up big time by it compared to the other classes' damage increase.
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Russt Wrote:That makes it even less significant, then. If a mage can 2HKO with an ultimate, what does it matter that 2 or 3 of the hits critical for 99999 damage? He'd still have to cast it again to clear the other 12.
Consider the case that there are more than 15 monsters on the map. Or even the case that after killing 2 or 3 of the 15, 2 or 3 more will have the chance to spawn sooner since they were killed earlier. It will increase experience gain, though probably only marginally in such a scenario, but if there are indeed more than 15 monsters on the map, it would yield ideal results.
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Russt Wrote:One more thing we could try to find.
How is party EXP split? It was shown a while ago that with two people of the same level, the experience is shared 3:2. That's a start, at least.
80% split by level, 20% to the person who did the most damage. If it's 2 players at equal level, that means 40:40+20
split by level = (player level) / (player level + levels of all other players eligible to take exp)
I believe if someone is under the leech range but doesn't do the most damage, they take a damage equivalent split but I'm not sure how that works (it's a lot harder to test :x)
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If someone is under leech range, they will always take a set amount of exp unless they do the most damage. Thus, if I hit a Squid for 1, or 49.99% of its HP on a 7x character, and some 10x kills it, I will still gain the same amount of exp from it regardless. At least, that's how I remember it from leeching off of DTs and Squids from my friend.
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JoeTang Wrote:If someone is under leech range, they will always take a set amount of exp unless they do the most damage. Thus, if I hit a Squid for 1, or 49.99% of its HP on a 7x character, and some 10x kills it, I will still gain the same amount of exp from it regardless. At least, that's how I remember it from leeching off of DTs and Squids from my friend. Then why do people get 20% of the exp when killing a misted monster (which should have 1 HP left)?
Hypothetically, they shouldn't even get 1 exp, if you're somewhere with high HP monsters such as Skeles. A misted skele... you kill 1 HP out of 84K hp, multiply that by 4500 exp and you get 0.05 exp per kill. Yet you'll get 20 for killing it.
However, if you hit a monster for 1 damage and then another person comes in and kills the monster (in other words, dealing the same amount of damage as from poison mist), he'll get 1 exp.
Thus, there must be an EXP curve that goes somewhat like this:
Monster HP bar (top = higher HP, bottom = 0 HP)
Assuming the damage you dealt is equal:
100% HP ~ 1 exp
75% HP ~ 5% exp
50% HP ~ 10% exp
25% HP ~ 15% exp
1 HP 20% exp
Someone investigate how this works?
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Most likely it's just the finishing blow that gives more exp.
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Harrisonized Wrote:Then why do people get 20% of the exp when killing a misted monster (which should have 1 HP left)?
Hypothetically, they shouldn't even get 1 exp, if you're somewhere with high HP monsters such as Skeles. A misted skele... you kill 1 HP out of 84K hp, multiply that by 4500 exp and you get 0.05 exp per kill. Yet you'll get 20 for killing it.
However, if you hit a monster for 1 damage and then another person comes in and kills the monster (in other words, dealing the same amount of damage as from poison mist), he'll get 1 exp.
Thus, there must be an EXP curve that goes somewhat like this:
Monster HP bar (top = higher HP, bottom = 0 HP)
Assuming the damage you dealt is equal:
100% HP ~ 1 exp
75% HP ~ 5% exp
50% HP ~ 10% exp
25% HP ~ 15% exp
1 HP 20% exp
Someone investigate how this works?
We're talking about parties.
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2008-07-31, 05:39 PM
(This post was last modified: 2008-07-31, 05:42 PM by Russt.)
If you're not partied with someone and kill something together, the EXP is split by damage.
If you're partied with someone and kill something with someone else not in your party, presumably the EXP is split between the party and the other person first (by damage), then the remainder is shared amongst the party the usual way.
In order to leech from a party member's kill you must
Be no more than 5 levels under the monster OR
Have done at least 1 HP in damage to the monster OR
Within 5 levels of any other party member that satisfies one of the first two conditions.
Hence why you get your ~20% when you kill misted monsters. You get a normal split of EXP as if you were within leech level.
Assuming Stereo's split by level thing has been tested (it sure seems to fit, just imagining it), I'll put it up.
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Russt Wrote:Assuming Stereo's split by level thing has been tested (it sure seems to fit, just imagining it), I'll put it up.
It works in parties of 4~5 that I've been in plus of course 2-person ones.
If you're not in a party, it's the person who kills it that gets 20% of the exp instead of the person who does more damage. The rest seems to be split based on damage.
It's possible that the conditions for counting a party member are "within 5 levels or does at least 1 damage" in which case it would split by level still. That kinda fits with the amount of exp low-level leeches get in a party.
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Person who kills it? This is proven?
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