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Shidoshi Wrote:Unless they completely forget to do it, though there are people reporting it.
The more people who report something the better. If each bug is only reported by one person it's extremely easy to miss it.
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I'm all for them correcting the bug. I'm just not playing Tespia right now so I can't really report it.
Posting Freak
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Shidoshi Wrote:I'm all for them correcting the bug. I'm just not playing Tespia right now so I can't really report it.
Oh, I'm sorry! I misread what you said. I thought I saw "though there are enough people reporting it." Which, obviously, is never true.
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Does archers Dodge crit work with any "miss"? If so, how does the 20% dodge chance combine with Blind's -30% monster accuracy? Will Markmen end up with close to the evasion rate of Thieves if a moster is Blinded and have almost constant crits?
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I don't think Blind is that great.
Mobs have at most 256 ACC. 70% * 256 = 179.2 = 13% mob avoid. So it's reduced from 16% mob avoid to 13% mob avoid. Whoopee. Gogo 3%. Bowmen have crap avoid anyway. Blind is totally useless. Get it last.
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Chameleonic Wrote:Does archers Dodge crit work with any "miss"? If so, how does the 20% dodge chance combine with Blind's -30% monster accuracy? Will Markmen end up with close to the evasion rate of Thieves if a moster is Blinded and have almost constant crits?
I'm only guessing, but my first impression was that it worked like fake and it's seperate from the miss-formula. Curious about this too actually.
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Fiel Wrote:1111003 and 1111005 are panic and coma, respectively.
What do they look like in the data? (in terms of actual formulas, not the description)
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Every miss an Archer gets triggers Dodge's guaranteed Critical. We're seriously discussing two month old topics now. Dodge is most likely a 1.2x increase in Avoid Rate as I don't feel my avoid rate matches a +20% flat increase.
Doing a quick test of 50 hits, I took 10 misses. I have max Dodge, and enough avoid to warrant a 16% avoid rate. If Dodge were its own miss like Fake, I would have been hit only 34 times. I'd test more but you'd have to give me NX to get an auto-potting pet. I'm basically broke and can't afford potions.
Stereo Wrote:What do they look like in the data? (in terms of actual formulas, not the description)
Code: skill/1111003/common/mpCon 10+d(x/2)
skill/1111003/common/damage 280+10*x
skill/1111003/common/prop 30+3*x
skill/1111003/common/time 4+u(x/4)
skill/1111003/common/x 3*x
skill/1111003/common/y x
Code: skill/1111005/common/mpCon 12+d(x/2)
skill/1111005/common/damage 240+8*x
skill/1111005/common/prop 30+3*x
skill/1111005/common/time 2+d(x/10)
skill/1111005/common/mobCount 6
skill/1111005/common/range 150
skill/1111005/common/y x
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I'm still curious why they made flash bang work on bosses but not Panic for Crusaders in BB. Also, is it confirmed that blind works at all on bosses (yeah it would only help thieves mostly I guess)?
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Hmm. Since y is the only unused variable, that would be +20% per orb at max, for:
Crusader
| Orbs | Panic Damage % |
|---|
| 1 | 600 | | 2 | 720 | | 3 | 840 | | 4 | 960 | | 5 | 1080 |
| Orbs | Coma Damage % |
|---|
| 1 | 500 | | 2 | 600 | | 3 | 700 | | 4 | 800 | | 5 | 900 |
As a Hero
| Orbs | Panic % |
|---|
| 1 | 624 | | 2 | 768 | | 3 | 912 | | 4 | 1056 | | 5 | 1200 | | 6 | 1344 | | 7 | 1488 | | 8 | 1632 | | 9 | 1776 | | 10 | 1920 |
| Orbs | Coma % |
|---|
| 1 | 520 | | 2 | 640 | | 3 | 760 | | 4 | 880 | | 5 | 1000 | | 6 | 1120 | | 7 | 1240 | | 8 | 1360 | | 9 | 1480 | | 10 | 1600 |
Formula: (100+(damR+damR+y)*orbs)/100*damage
Note: with CO acting on Adv. Combo, this should increase to
| Skill | 10 orb percent |
|---|
| Panic | 1968 | | Coma | 1640 | | Brave Slash | 449 * 3 |
Those don't seem unreasonable... suppose I need to do further ingame testing.
Range 3947-5639
| Orbs | Observed Min | Max | Calculated Min | Max |
|---|
| 1 | 21xxx | 30050 | 21313 | 30450 | | 2 | 26989 | 35716 | 25577 | 36540 | | 3 | 30384 | 41153 | 29839 | 42630 | | 4 | 34995 | 46279 | 34102 | 48720 |
Fits everything I had written down accurately - for some reason I forgot to actually record my 5 orbs Panic damage.
EDIT: Wait, what?
Adv. Combo's description says 5%/orb for the first 5 SP, 6% for the next 6, etc. to 9% for 24-29, 10% for 30.
But contrary to that, skill/1120003/common/damR = u(x/6)
Should this not be
1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 5 5
ie.
6 6 6 6 6 6 7 7 7 7 7 7 8 8 8 8 8 8 9 9 9 9 9 9 10 10 10 10 10 10
vs. the description
5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7 7 8 8 8 8 8 8 9 9 9 9 9 9 10
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Description uses the v variable, not the damR variable.
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Lol, well the source code is using damR to calculate extra damage per orb. So I guess good news for Heroes, Combat Orders will actually bump up to 11%/orb with lv.31/32.
Note to self: Combat Mastery will affect future damage tests (I was 3rd job when I did the panic damage testing)
And isn't it funny how those things work out...
Combat Orders benefits to hero:
+10% damage to Adv. Combo (210% instead of 200%)
+4% damage to Intrepid Slash (214% instead of 210%)
+8% def reduction to Combat Mastery (48% instead of 40%)
+1% stats to Maple Warrior (116% instead of 115%)
+4% bonus to Enrage (164% instead of 160%)
Meaning at PB, (multiplying MW into the percent, which is wrong. But just for comparison)
Without CO - 448.224% per hit
With CO - 543.741% per hit
So basically CO is a 21% damage increase on PB.
Quote:- Advanced Combo Attack: 5% damage per blue orb and 10% damage per pink orb, or actually 10% damage per orb?
- Advanced Combo Attack: applied after or before crit?
- Ignore target defense (for example with Combat Mastery): exact mechanics
- 10% damage per orb
- will need to test, fairly sure crit multiplies with it (so 1.2 crit * 1.25 combo * attack)
- multiplied with PDR, apparently
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MagicsBISH Wrote:I wont report it f3.
I assume all bosses which are not coming from KMS originally deal way less dmg, right?
like BF, RGTS... and so on
Why won't you? O_o I don't think you'd want everyone and their grandma to be able to hunt these bosses because they can all take the hits that were never fixed...
And yes, that's right. Alien PQ, Ninja Castle, Showa (it was removed in KMS before BB, correct? I could be wrong ._.), CWK, the 120+ Neo City area... in fact, now that I think about it, does this count for regular mobs as well? I say someone should try going to Lower Ascent and higher and seeing how much those monsters hit. I'd do it now but I'm piss tired and want to sleep right now. :C
Also
MariaColette Wrote:What I would like to know in regards to that, though, is do they stack if two different people use a DoT attack on one boss/mob?
^ Would still like that answered if anyone has been able to test it out. If not, I can come on later with someone else who has a DoT attack to try it out.
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MariaColette Wrote:Why won't you? O_o I don't think you'd want everyone and their grandma to be able to hunt these bosses because they can all take the hits that were never fixed...
Because atm, many noobi warriors and Buccaneers trying to rush the Boss into ranged classes in Bera............ and KS them without any reason.
thats why!
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MagicsBISH Wrote:Because atm, many noobi warriors and Buccaneers trying to rush the Boss into ranged classes in Bera............ and KS them without any reason.
thats why!
And after that you won't have the boss for you because those same guys will be killing them instead.
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MagicsBISH Wrote:Because atm, many noobi warriors and Buccaneers trying to rush the Boss into ranged classes in Bera............ and KS them without any reason.
thats why!
One of the many reasons the concept of a free spawinng, roaming boss that does 5 digit touch damage is stupid.
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Wow, if dodge's critical bonus works with any miss, marksmen might not be that shabby even though they already have 75% crit rate with critical ring. But sucks for bowmasters.
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Jellyflower Wrote:Wow, if dodge's critical bonus works with any miss, marksmen might not be that shabby even though they already have 75% crit rate with critical ring. But sucks for bowmasters.
One, it sucks for Bow Masters anyways because Dodge makes one Hurricane Arrow guarantee a critical, and two, guaranteed criticals are a shitty improvement in the first place.
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Dusk Wrote:One of the many reasons the concept of a free spawinng, roaming boss that does 5 digit touch damage is stupid.
You know what's stupider?
Free spawning, roaming boss that does 1 touch damage...
Yeah I'll be taking advantage of this if it makes it to GMS and I level up enough.
![[Image: maple0047y.jpg]](http://img266.imageshack.us/img266/6035/maple0047y.jpg)
His magic does about 350-400 a hit, so I use my 80% hp healing skill every so often.
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Free spawning bosses are a dumb idea in general.
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