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Hazzy Wrote:Why would Infighters get a higher Dex though? Without anything but a knuckle, mastery, and 'bullet time', you can't get below 58-60 Accuracy, even if you're Dexless. Even more since you NEED Dex for gear. So if it gives more for infighters than warriors... that's just broken. .__.
Data for someone who knows how much LUK to each Acc.
total DEX of 53.
total ACC of 50 directly from gear/skills.
toal LUK of 10
combined ACC of 107
I don't see why it's broken when accuracy is pomegranate easy to get either way.
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Takebacker Wrote:I don't see why it's broken when accuracy is pomegranate easy to get either way.
Not to mention, even before this discovery, it was already well established that Brawlers don't have any issues with accuracy.
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2008-12-31, 04:36 PM
(This post was last modified: 2008-12-31, 05:44 PM by LazyBui.)
I notice that Arrow Bomb has skill damage listed as splash. That's true for some parts of the splash, but not others.
Arrow Bomb is one of two skills that can defeat the damage barrier. If you do 99,999 damage every time with it, some parts of the splash will do 129,998. Some parts will also do 99,999.
Suggests to me that there's a boost in there somewhere and it's not simply skill damage. Either that or the skill damage ignores the damage barrier.
EDIT: Actually, since criticals and regular hits both show up as 129,998, I'd say it's fairly strong evidence that it's a boost. If the skill damage did ignore the damage barrier, then wouldn't criticals be higher than regular hits? Regardless, something is amiss with Arrow Bomb.
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-scratchhead-
Well, that would explain why crit is multiplicative with it. Arrow Bomb's skill multiplier is actually 100% all hits, which becomes 200% with a crit, and then the % in its description is multiplied over, like IA/Pierce.
That also explains the 49999, but not the random 99999's.
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2008-12-31, 06:30 PM
(This post was last modified: 2008-12-31, 06:43 PM by Dusk.)
It seems like every skill where the damage isn't distributed evenly across each hit monster (Pierce, Arrow Bomb, Iron Arrow) works that way. The damage multiplier is applied to each hit after the damage cap.
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2008-12-31, 06:32 PM
(This post was last modified: 2008-12-31, 06:44 PM by LazyBui.)
Collected some screens from not having a maxed out damage range, but uhh. I'm a little surprised.
Any ideas or things I could try that would give you a better idea of what's happening?
EDIT: Barrage can't break the damage barrier.
EDIT2: Wait, scratch the first part. Wrong @ Chain Lightning. I guess it does pick a new number with half the max range. Too much working on my damage calculator. ~_~
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The 21343 looks like an impact hit, 41-47k with crit. 56-60k are splash hits, 122-123k with crit. Doesn't look too out of the ordinary to me.
So Chain Lightning is halved the way Shadow Partner is? Interesting, never knew. Pierce and IA are definitely not like that.
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Arrow Bomb's splash is multiplying whatever you're hitting by 1.3. The 113,440 comes from one of your hits hitting Zakum for 87,261 before the multiplier is applied.
I didn't realize all of the screenshots were Arrow Bomb at first  . I was going to comment on one of the arms being fire weak, but then I realized that was Zakum casting Super Inferno
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LazyBui Wrote:EDIT: Barrage can't break the damage barrier. That is odd.
Then again, they're stacked hits and don't all occur at the same time, so it might not be the same thing. It might be counted the way elemental boosts are counted.
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2008-12-31, 06:55 PM
(This post was last modified: 2008-12-31, 07:04 PM by LazyBui.)
Russt Wrote:So Chain Lightning is halved the way Shadow Partner is? Interesting, never knew. Pierce and IA are definitely not like that. I was definitely wrong about that. I'm a confused and disoriented fellow today. =(
But I can verify that the base power decreases by 50% each hit. At max level, it's something like base power 180 + 90 + 45 + 22 + 11 + 5. So effectively, damage is halved for each hit.
Also, on the stacked hits thing, if it makes a difference, the attack comes as a single packet. I'm not sure if that has any bearing on how it's calculated, but that's how it's transmitted.
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I'd like to confirm that Brawlers (what I'd like to call Infighters) get 0.9 ACC per DEX point. Tested in my test server.
Looking at the rest...
PIRATES:
Avoid = DEX * 0.25
ACC = DEX * 0.60
BRAWLER:
Avoid = DEX * 1.50
ACC = DEX * 0.90
GUNSLINGER:
Avoid = DEX * 0.125
ACC = DEX * 0.60
LUK is a static increase no matter what kind of pirate you are. It gives 0.30 ACC and 0.50 Avoid per LUK point.
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Are iron arrow's criticals also subject to the 0.9^(x-1) modifier?
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Yes. It's a multiplier over everything (including the 99999 cap and 1 floor).
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I just realized, you don't have Sharp Eyes in the database here.
Posting Freak
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It's in Order of Operations. I have to update that a little.
"(Sharp Eyes on physical attacks adds an additional 1)"
What else do I need to put? The fact that it's additive? Anyone who has a mind here pretty much knows that.
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I haven't done extensive testing, but I believe the formula for Blank Shot and Somersault Kick (with a gun) is along the same lines of the one for PKB. That is, the regular formula for Gunslingers, halved.
0.5*(3.6*DEX[*0.1*0.9 for min]+STR)*ATT/100
Still working on whether or not Bullet damage is considered. I'm thinking no.
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That's what I figured at first. Then Fiel said it's just normal damage without mastery/bullets, so I changed my 'speculation'.
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It is still needed to figure out how damage taken and having damage miss on players work.
Any idea on how to start on those?
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Fiel said he was doing some research on damage taken.
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