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184404 / 1.76 * (1+.76+.93+.2) * 1.2 * 1.65 * 1.5 * 2 * (1-.7*.9*.85*.94*.8*.25) * [.75, 1] = [1213166, 1617555]
I don't have the def value for Papa Pixie so I just used .25 lol
Guess it's higher than that.
Anyways Storm Magic = x1.2 Elemental Amp = x1.5 Arcane Aim = 40% total spits out a range that matches the damage being dealt.
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The "/1.76 *(1+ 0.76" is total damage? should it be "/1.67 *(1+ 0.67" instead? because I have 33%
In addition, the shown range 184404 is not the real figure as it includes some card effects.
I have a Buccaneer card (201*4), a Thunder breaker card (201*4), and magician set (base MP 20080*0.08),
so total 3214, this number should be taken out. (also this figure is not affected by mob's defense rate)
In the video i seem cannot hit more than 1.53m. Yea defense rate maybe more than that.
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I used 76% because
104775 * 1.36 = 142494
104775 * 1.76 = 184404
Anyways with the 3214 factored in... (and still using defense = 25% even though it's probably wrong)
Total = -.4 / ((142603-3214)/(184404 - 3214) - 1) -1 = 73.38%
(184404 - 3214) / 1.73 * (1+.73+.93+.2) * 1.2 * 1.65 * 1.5 * 2 * (1-.7*.9*.85*.94*.8*.25) * [.75, 1] + [3214, 3214] = [1203318 ,1603353]
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Since I'm getting a theoretical max of 1592576 with both as multipliers and 1246106 if Amp is Total Damage, I've changed the OP to include this.
Would help if we had more sources to double confirm.
pineappleing Nexon using damR for Elemental Amplification.
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I remember a while back when Joe was doing calculations for BAM in the fly update. There was a slight discussion that when BaM uses Big Crunch Aura they lose their ADA DOT.
[video=youtube;I9TRKntpv1g]http://www.youtube.com/watch?v=I9TRKntpv1g[/video]
This video shows that that's not the case...DOT is till applied even with Big Crunch.
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Fixed a rounding error for Paralyze's delay. Should be a bit higher for Fastest (2) now. Fix should apply to any other 800ms base speed. Not sure if any other speed was affected by this issue.
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Any DPS for Beast Tamer, Joe?
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Arrol Wrote:Any DPS for Beast Tamer, Joe?
I haven't checked to see if there's any exact data on it. Maybe after it's released and someone can post the delays.
Only Evan changes were to Illusion and Phantom Imprint.
FLY:
Evan:KMST 1.2.495:
Evan:
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Spectral Light might need to be looked at again. This uses Light Reflection as the Light generator.
Unlimited:
Luminous (Light):Luminous (Dark):KMST 1.2.495:
Luminous (Light):Luminous (Dark):
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I am fairly certain that Frozen Orb does not process Blizzard's FA. Also, should Frozen Orb be used after its cooldown of five seconds or after the effect's eight seconds? The answer seems pretty obvious of what should be done, used after eight minus delay seconds, especially at high speeds (Fastest (1) in this case), but I just wanted to be sure.
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Chilly Wrote:I am fairly certain that Frozen Orb does not process Blizzard's FA. Also, should Frozen Orb be used after its cooldown of five seconds or after the effect's eight seconds? The answer seems pretty obvious of what should be done, used after eight minus delay seconds, especially at high speeds (Fastest (1) in this case), but I just wanted to be sure.
It appears that Frozen Orb is beneficial to damage by the smallest of margins (100%/s). Are you actually not able to stack full freezing effects without it?
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JoeTang Wrote:It appears that Frozen Orb is beneficial to damage by the smallest of margins (100%/s). Are you actually not able to stack full freezing effects without it?
Yes and more no. All attacks that aren't Frozen Orb or Chilling Step require multiple attacks to stack the effect i.e. five Cold Beams, Ice Strikes, Glacier Chain, etc. to fully stack so that's out of the picture.
Chilling Step on activation (60%) will leave an ice trap that does cause the enemy on it to accumulate the Freezing effect via tick damage, I am not sure how fast it accumulates, DoT rules would dictate that it processes each second, but it certainly seems faster than that, I will look into it. However, this requires teleporting to the the other side of the monster/boss and hoping the effect takes place, then turning around and continuing your assault or teleporting hoping for another go, not necessarily ideal.
Then there is the problem of bosses with "floating" hitboxes, Gollux in particular comes to mind, though there are others like HT, etc.; there, Frozen Orb is the only choice.
If they made Elquines stack the effect, it would be soo much better and it would make sense, well maybe not so much now that it is made of blue fire.
Lastly, Thunderstorm's summon animation feels so cripplingly slow, and literally crippling in certain boss situations, how pronounced is its effect?
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I have Chilling Step at a 1200ms rate, but you can place them as fast as you attack.
Does Blizzard's Final Attack proc it?
Thunderstorm is like 400%/s on a single target.
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How is Kanna's Haku's Blessing calculated in these charts? The skill has a line that says "Increase magic attack by 50% of the equipped fans attack power" which is quite vague and often mistaken for +50%m.att or similar.
However, the skill actually takes half of the m.att on the fan equipped by haku, and converts it to a %m.att buff, ex:
100m.att fan gives + 50%m.att
200m.att fan gives +100%m.att (double base m.att)
300m.att fan gives +150%m.att
400m.att fan gives +200%m.att (triple base m.att)
I just thought it was kind of odd that there wasn't a tab or something with different m.att fans on haku, since it's a variable multiplier
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Kayo Wrote:How is Kanna's Haku's Blessing calculated in these charts? The skill has a line that says "Increase magic attack by 50% of the equipped fans attack power" which is quite vague and often mistaken for +50%m.att or similar.
However, the skill actually takes half of the m.att on the fan equipped by haku, and converts it to a %m.att buff, ex:
100m.att fan gives + 50%m.att
200m.att fan gives +100%m.att (double base m.att)
300m.att fan gives +150%m.att
400m.att fan gives +200%m.att (triple base m.att)
I just thought it was kind of odd that there wasn't a tab or something with different m.att fans on haku, since it's a variable multiplier
Holy s'hit kanna.
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If that's the case, it should be directly linear since Kanna doesn't have any other forms of +Matk%, from what I know.
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JoeTang Wrote:If that's the case, it should be directly linear since Kanna doesn't have any other forms of +Matk%, from what I know.
Well mathamatically it should be a linear improvement in %'s, but what I meant was that it's not exactly the same amount of %'s for every kanna.
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Why even factor %attack into %/s? It affects true range unlike %boss and %total which only modify the damage dealt.
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xlxlxlxl Wrote:Why even factor %attack into %/s? It affects true range unlike %boss and %total which only modify the damage dealt.
%att is a multiplier just as %total damage and %boss are multipliers. JoeTang Factored in the 50%m.att for elemental amp for f/p's and i/l's as a 1.5x multiplier (50%m.att).
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Kayo Wrote:%att is a multiplier just as %total damage and %boss are multipliers. JoeTang Factored in the 50%m.att for elemental amp for f/p's and i/l's as a 1.5x multiplier (50%m.att).
The bolded is obvious. %stat is a multiplier as well (though it's only directly proportional for %all).
Anyways, if %attack is included, then there should be a column for additional %attack like there is for %boss/total. The numbers would have more meaning if %attack from skills/passives was divided out from the %/s and mentioned separately for each character. At the very least, the instructions in the OP should be revised to mention %attack being included in %/s, as
Quote:(4 * Mainstat + Secondarystat) * TotalWeaponAttack / 100 * %/s
implies that %attack would be used in calculating TotalWeaponAttack.
In short, %/s should mean a character with adjusted range, x, will do x*%/s damage per second. This is how it is described in the OP, and it seems to hold for classes without %attack from skills/passives. For characters with %attack, the listed %/s are much higher than they should be.
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