KaidaTan Wrote:You did Critical for Bowmasters and Marksmen wrong. You have their crits doing 240% damage, which is only +140% from normal. SE crits are actually much higher than that. Crit arrows with SE do +240%, so 340% damage per arrow.Ok fixed Bowmasters / Marksmen! Haha just totally forgot that it worked that way!
Archers
Bowmaster - Hurricane + Critical + SE:
- 55% > 340%
- 45% > 100%
-- 100% = 232%
Marksman - Strafe + Critical + SE:
- 55% > 1360%
- 45% > 400%
-- 100% = 928%
Oh, it looks like the damage for NLs is messed up too. Lemmie fix that.
Night Lord - Triple Throw + SP + Critical (50% critical rate):
- 50% > 1875%
- 50% > 1125%
-- 100% = 1500%
And here's with SE
Night Lord - Triple Throw + SP + Critical +SE:
- 65% > 2925%
- 35% > 1125%
-- 100% = 2295%

But about Triple Throw, no I used the correct value's! So damage without SE = Correct
With critical:
- 3x 150% + 3x100% = 750%
- Shadow Partner > 750 * 1.5 = 1125%
Without critical:
- 3x 150% = 450%
- Shadow Partner > 450 * 1.5 = 675%
And uhm about Triple Throw + SE, how much is each hit then?
- 150% = basic
- 250% = normal critical
But:
- 250*1.4 = 350% = SE critical?
- 250+140 = 390% = SE critical?
- 250+240 = 480% = SE critical?
Explain plz!

Devil's Sunrise Wrote:Calculations - 2 have a major bug.First, the thread is for anyone who's interested, and it came out of my interest to compare Pirates' Demolition / Cannon VS other classes damage per second... Now with these calculations I for myself could see they're indeed VERY overpowered compared to other classes, so there you have your reason...
[(STR * 4.6 + DEX) / 100] * Weapon Attack
If you multiply that with 5 and divide by 4.6, you'll get a higher percentage than you should have because of the dex. You have to inject the 5.0 multiplier directly into the main stat.
But what I don't get, is what this thread is for. Uhm, well, I do, somewhat, but could you just explain it to me?
.Second, no they're not incorrect. Let me explain:
- I used a 5.0 stat multiplier as reference for a 100% measurement:
--> 5.0x = 5.0/5.0 = 100%
--> 4.6x = 4.6/5.0 = 92%
Meaning, if a DPM value of e.g. 100.000% should be compared from a 4.6 to a 5.0 multiplier, you should multiply 100.000 by 0.92 (= 92.000%, ya for real
). This to balance out the classes main stat has the same meaning to the attack's DPM stat.Can't explain it any more clear then that... it's just how it works with comparing...

