2013-04-22, 12:47 AM
GeistesblitZ Wrote:Sorry, I think I forgot to finish my thought process:
There's no class that gets more than a 50% damage increase from 100% boss damage in this chart, implying that every class already has at least 100% total/boss damage from beforehand. Also, something else I noticed was that the difference between 0 to 100% boss damage, and 100% to 200% boss damage is not the same, (granted, the difference is under 100%/s for all cases) while it should be EXACTLY the same if it is indeed a linear relationship. What's the reason for that?
P.S. I hope you don't get offended by this constructive criticism, I am not trying to point out flaws, I am merely attempting to aid in creating an accurate chart and/or understand the chart.
30 of the 45 entries gain more than a 50% damage increase with 100% Boss Damage. I'm not sure where you're getting your number from. It's never exactly 100% increase because every class has at least some form of total damage with Hyper Skills. Luminous is the class that gains the most from Boss Damage because their only source of Total Damage is from their Reinforce Hyper Skill, and their Level 200 Buff.
The values aren't exactly linear because there's usually instances of something random occurring or a rounding error that I haven't bothered to fix because it's so small. For example, the difference between 200%-100% Kaiser and 100%-0% Kaiser is 11413 and 11364 (less than 1%). This is a result of Regained Strength's activation chance being treated randomly. It would vary even more significantly across classes if I made Critical Hit Rate use an RNG as well. I currently don't do this, but I might in the future. It currently serves no significant value, but using an RNG for things like FA provide accurate values for additional hits, etc, rather than adding activation rate * damage cap every time an attack occurs.

