2010-08-24, 07:19 PM
Fiel Wrote:Once level 77 maple weapons are released, statless and stat will be on even footing.
I don't understand how this is even a factor. I'm low luk, nearly lukless and I'm equipping reverse gear. With this in mind, shouldn't statless still be ahead of normal build?
Using the following stats, I've come up with the following:
RADRaze2KX - lvl 200 Bishop
EQUIP CONSTANTS: Equip w/ magic attack modifiers: Medal (8), Cape (7), Gloves (8), Ring (5), Weapon (150 / 9% magic 20% total damage)
POTENTIAL CONSTANTS: 4% LUK, 6% INT modifiers
SKILL CONSTANTS: MW30 = 1.15
Actual Variables:
Base INT = 989, Equip = 250, Total after MW 30 = 1396
Base LUK = 33, Equip 102, Total after MW 30 = 140
Max Damage w/ low luk build = 14973
Now, let's roll 29 points from LUK into INT (and compensate for the 29 luk lost through equips [minus 29 from int equip, plus 29 to luk equip as a quick way to keep wearing reverse gear... those of you that don't know how, I can explain it later]):
Base INT = 1018, Equip =221, Total after MW 30 = 1400
Base LUK = 4, Equip 131, Total after MW 30 = 135
Max Damage w/ lukless build = 15002
Let's roll the other way... let's build a normal LUK bishop and cap his LUK at 80 and roll our equip back to the way it is currently
Base INT = 942, Equip =250, Total after MW 30 = 1341
Base LUK = 80, Equip 116, Total after MW 30 = 208
Max Damage w/ normal build = 14576
Let's roll it even further ... let's say a mage capped it at 120 instead of 80 because they thought secondary stats actually mattered MORE than previously speculated:
Base INT = 892, Equip =250, Total after MW 30 = 1247
Base LUK= 120, Equip 116, Total after MW 30 = 254
Max Damage w/ normal build = 14089
All calculations sourced from my program: http://www.teamradftw.com/ms/phpBB3/view...=2&t=19458
Formulas needed to hand calculate:
Total(Stat) = (Base_stat*Maple warrior) + (Base_stat*(Maple Warrior - 1)* stat%) + Equip_stat)
Example = (989*1.15) + (989*.15*.06) + 250
Example = (1137.35) + (8.901) + 250
Example = (1146.251) + 250
Example = 1396.251
Example = 1396 <-- Proven in Game
I'll have to type the rest later... here's a start... Back in 2 hours:
max_damage = weapon_multiplier*((4*(cStats[0]) + cStats[1]))*((character_atk*echo_hero)/100)*numbertotaldamageperc);
max_damage = 1*((4*989) + 140) * (

