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I am not sure if anyone already discussed this,
post-BB, if a mob is both holy and thunder weak,
it will take
150% * 150% more damage if dual charged as holy & thunder
or
only 150% more damage?
Thanks in advance
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Lucas2009 Wrote:I am not sure if anyone already discussed this,
post-BB, if a mob is both holy and thunder weak,
it will take
150% * 150% more damage if dual charged as holy & thunder
or
only 150% more damage?
Thanks in advance  I'd assume normal damage because of how close they are in terms of damage.
125% Lighting x 135% Holy x 150% advantage = ~253% total damage
253% damage x (280% x 3 Blast) = ~2125% Blast damage (not factoring crits or instant kills)
200% Advanced Combo x 160% Enrage = 320% total damage
320% damage x (210% x 3 Brave Slash) = 2016% Brave Slash damage (Enrage limits to one target)
Without factoring other skills or effects in play, they are too close to give Paladins double advantage. I have did some math, but of course it's all in theory. At least for now you have some sort of answer be as though it may be temporary.
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I believe single charge will be full elemental, but dual charge will be half elemental. I'm not sure if it's additive or multiplicative though. I'm assuming additive.
On neutral mob: (holy + lightning)
(1 + 0.25 + 0.35) x 1 = 1.6x
On holy or lightning weak, not both:
(1 + 0.25 + 0.35) x (1 + 0.25) = 2x
On holy weak, lightning resist (yeah, doesn't exist):
(1 + 0.25 + 0.35) x (1 + 0.25 - 0.25) = 1.6x
On neutral mob: (just holy)
(1 + 0.35) x 1 = 1.35x
On holy weak:
(1 + 0.35) x (1 + 0.5) = 2.025x
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Jellyflower Wrote:I'm not sure if it's additive or multiplicative though. I'm assuming additive. My assumption was multiplicative.
Paladin Guide
It's a bit out of date, but it's taking the bonus damage you get from the buff and multiplying it by 1.5 (150%). I'd assume this still carries over into BB, but half advantage.
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Jellyflower Wrote:I believe single charge will be full elemental, but dual charge will be half elemental. I'm not sure if it's additive or multiplicative though. I'm assuming additive.
On neutral mob: (holy + lightning)
(1 + 0.25 + 0.35) x 1 = 1.6x
On holy or lightning weak, not both:
(1 + 0.25 + 0.35) x (1 + 0.25) = 2x
On holy weak, lightning resist (yeah, doesn't exist):
(1 + 0.25 + 0.35) x (1 + 0.25 - 0.25) = 1.6x
On neutral mob: (just holy)
(1 + 0.35) x 1 = 1.35x
On holy weak:
(1 + 0.35) x (1 + 0.5) = 2.025x
Are the % of the charges added? I really thought multiplied... =O
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abit off topic but. are there any WK vids post BB? I can't find a single one on english sites and I dunno how to search DAUM
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Adramelech Wrote:abit off topic but. are there any WK vids post BB? I can't find a single one on english sites and I dunno how to search DAUM Paladin at Zombies
Paladin at Road of Regret I
Paladin at Skeles
If you literally mean White Knight, I haven't seen any besides the one using Fire Charge in Ariant.
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[video=youtube;IRuOh-Otcwk]http://www.youtube.com/watch?v=IRuOh-Otcwk[/video]
c
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2010-08-12, 12:42 AM
(This post was last modified: 2010-08-15, 07:49 AM by chlqss.)
(1+25%÷2+35%)×1.5
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2010-08-12, 11:22 AM
(This post was last modified: 2010-08-13, 01:26 PM by 50504724.)
When paladins have Dual charge, they have dual Element too.
they need to calculate element (dis)advantage independently, and sum them as a modifier.
specially, Lighting charge in dual charge, only have half effect.
Eg: Lv30 lighting charge, 125% damage ,when dual charge it is:
(125% - 1 ) / 2 = 12.5%
not 125% / 10 = 12.5% , I have test it in tespia , washing my 3rd skill......
Last ... general formula:
elemA damage * modifier A + elemB damage * modifier B
Eg: Lv30 holy charge, 150% damage; Lv30 lighting charge, 125% damage
| mob elemAttr: |
|---|
| normal: | 150% * 1 + 12.5% * 1 | | holy weakness only: | 150% * 1.5 + 12.5% * 1 | | lighting weakness: | 150% * 1 + 12.5% * 1.5 | | dual weakness: | 150% * 1.5 + 12.5% *1.5 | | holy resist: | 150% * 0.5 + 12.5% * 1 | | holy weak but lighting resist: | 150% * 1.5 + 12.5% * 0.5 |
Here's the test report, for those are interested in formulas ,and able to read Chinese ..
http://bbs.766.com/thread-2845096-1-1.html
after Bigbang... nx have no reason for doing a changing , but I have no KMS account to confirm it.
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If that's the case then wow, dual charging is a useless bonus to Paladins. it would add about 6-10% more damage depending on weakness. In fact, I'm only aware of a small fraction of the game's mobs being dual weak. Those mobs being Road of Regret mobs (F/L), Road of Oblivion mobs (I/L), and Anego (H/L). I always thought Dual charging helped make a huge difference in damage. I guess they really aren't on par with Heroes on 1v1 (not counting bosses).
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I remember someone mentioned that after BB, the dual charge % formula has been changed, from main charge % + 12.5%(half of thunder charge)
to direct multiplication (main charge % * 125%)
but is there any evidence can proof it?
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youngtse Wrote:I remember someone mentioned that after BB, the dual charge % formula has been changed, from main charge % + 12.5%(half of thunder charge)
to direct multiplication (main charge % * 125%)
but is there any evidence can proof it?
I don't have any evidence to prove it, but... it does certainly seem to be that way from the videos because their damage is higher than what they would do with the current formula.
Although, if I could analyze the source code, I can probably figure it out.
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ghostofhalo Wrote:If that's the case then wow, dual charging is a useless bonus to Paladins. it would add about 6-10% more damage depending on weakness. In fact, I'm only aware of a small fraction of the game's mobs being dual weak. Those mobs being Road of Regret mobs (F/L), Road of Oblivion mobs (I/L), and Anego (H/L). I always thought Dual charging helped make a huge difference in damage. I guess they really aren't on par with Heroes on 1v1 (not counting bosses).
Yeah, dual charging is a pretty big disappointment for anyone who thought Paladins would be able to do more damage than Heroes. The main benefits of the balance patch were Fire 120->140%, holy 140->150%. Neutral Blast still comes in at about 942.5%, which is less than Heroes' 988% 3 target attack.
With optimal Charges
| element | Blast % | Charges Used | | all-resist | 580% | none | | fire/holy/lightning-resist | 674.25% | Ice + Lightning | | fire/holy-resist, fire/holy/ice-resist | 725% | Lightning | | holy/lightning-resist | 848.25% | Fire+Lightning | | holy-resist | 884.5% | Fire+Lightning | | lightning-resist | 906.25% | Holy+Lightning | | neutral, ice-resist, fire-resist | 942.5% | Holy+Lightning | | ice-weak | 1029.5% | Ice+Lightning | | ice/lightning-weak | 1065.75% | Ice+Lightning | | lightning-weak | 1087.5% | Lightning | | fire-weak | 1290.5% | Fire+Lightning | | fire/lightning-weak | 1326.75% | Fire+Lightning | | holy-weak | 1377.5% | Holy+Lightning | | holy/lightning-weak | 1413.75% | Holy+Lightning |
Tossing in lightning resistance to any of the weaknesses takes off 36.25% and doesn't affect choice of charges. It's almost always better to dual charge since Lightning Charge can only add damage - the exception is when Lightning has better weakness than any other elements (eg. Lightning weak, or all-resist Lightning neutral)
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Stereo Wrote:Yeah, dual charging is a pretty big disappointment for anyone who thought Paladins would be able to do more damage than Heroes. The main benefits of the balance patch were Fire 120->140%, holy 140->150%. Neutral Blast still comes in at about 942.5%, which is less than Heroes' 988% 3 target attack. I'm a Hero, but I have a few Paladin friends. I hope for the sake of Paladins that what youngtse is true. Paladins need a boost in power to fight on par with Heroes. They have more defense, but the main point of a Paladin (as I saw it) was to be godly with 1v1 damage. I can understand updating Enrage for Heroes so it hits one target for massive damage, but Paladins need to still have an advantage, and a real dual charge would do that not 10% of lightning. Hopefully some KMS players or people with the code can clarify this.
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Wow, this sucks. But I probably should have seen it coming considering Paladins have a lot of defense and a pretty good 7 mobbing move along with some party skills. But meh, as long as I can do somewhat good damage on bosses, especially elemental weak ones, I'm happy. And we still have 94% weapon mastery.
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Bountyan Wrote:And we still have 94% weapon mastery. I guess so, but I doubt it's enough. They will still be pretty mediocre at the main bosses of the game (Zakum, Horntail, Pink Bean). Pink Bean will especially be a problem since it resists all elements except Lightning (and Poison which Paladins do not get). Hopefully their criticals with Blast will make up for it.
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That is a rather disappointment. I don't understand if they are going to let us dual charge then why not give a better damage boost?
Isn't Holy 137%, because of CO?
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Kevin645 Wrote:Isn't Holy 137%, because of CO?
Yes.
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Bountyan Wrote:Yes.
CO adds 2 SP, so as long as it is allowed to go to level 22, it should be 139%. o.O
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