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Other sticky.
I might just put a link, but not now. If you're reading this and I'm in IRC, remind me.
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2009-06-05, 10:13 AM
(This post was last modified: 2009-06-05, 07:44 PM by D3ath.)
Level 30 Corkscrew tapped, on Jr. Pepe (110 w.def):
| Range: | 2317 ~ 4186 | 1332 ~ 2405 | 999 ~ 1804 |
|---|
| Min: | 1171 | 852 | 489 | | Max: | 3100 | 1424 | 1160 |
I think it's around 75% for max.
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I was wondering... does A stat buff of Accuracy from Equipments and/or pots also increase M.ACC?
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Paracelsus Wrote:I was wondering... does A stat buff of Accuracy from Equipments and/or pots also increase M.ACC?
Nope, from what we're aware of as of right now, only int and level may increase the magic accuracy.
Posting Freak
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D3ath Wrote:Level 30 Corkscrew tapped, on Jr. Pepe (110 w.def):
| Range: | 2317 ~ 4186 | 1332 ~ 2405 | 999 ~ 1804 |
|---|
| Min: | 1171 | 852 | 489 | | Max: | 3100 | 1424 | 1160 |
I think it's around 75% for max. That puts an upper bound of 0.116545117 on the tap damage modifier. (I can't lower bound it, because anything higher might be the result of a small amount of charging.)
I'll go out on a limb and unofficially say that tap damage for all charge skills is 10% of full damage.
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Russt Wrote:I'll go out on a limb and unofficially say that tap damage for all charge skills is 10% of full damage.
Damn, should've posted earlier then.
I've noticed around 10% for a while now. Currently my average damage with max CSB is around 11k or something, and my taps are easily 10% of that. It's been like that since i maxed CSB.
Oddly though, 50% of the gauge seems to be around what i can hit with FF. Not sure what % of CSBs total attack power that is, but it should help you figure out how much it scales up by.
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FF is 270%, CSB is 420%. That's around 64% full damage.
The sensible answer (if it was linear) would be 55%, which is 230% damage or ~0.85x FF's damage. In order to hit 270% (if it was linear) you'd need to fill just over 60% of the gauge.
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Has anyone been researching a formula to figure out how much Avoidability would be need to have a mob 'Miss' hitting a player 100% of the time, or at least to give a mob's miss chance?
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No amount of avoidability would do it. Even a level 200 pure luck Night Lord would still get hit by a snail occasionally (like, extremely little, like less than 1%, I guess).
No idea about the mob's miss rate.
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Yeah, I remember a lvl 18x Shadower afking at one of the Cloud Terrace maps with a game room saying "I have x avoid, afk, sleeping" or something like that. He almost never got hit, but he still got hit a few times.
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More evidence being a GM getting hit by a Green Mushroom, with the GM having that crazy hat on.
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I have a question..how are these formulas revealed?
Most of the numbers are completely random(very very random..o.o), did you guys dig into the game file or something? Just curious
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USMC Wrote:I have a question..how are these formulas revealed?
Most of the numbers are completely random(very very random..o.o), did you guys dig into the game file or something? Just curious
PServers to test stuff, and a lot of playing with the numbers and variables in the game.
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A lot of the basic stuff can be tested even without private servers, they just make your life easier. It's just plotting how one variable affects the outcome and doing some algebra.
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2009-07-01, 08:22 PM
(This post was last modified: 2009-07-01, 08:35 PM by Russt.)
-blink-
"Combo Attack % + Advanced Combo %" changed to just "[Advanced] Combo Attack %". Not sure why I had it like that.
Also,
Russt Wrote:I might just put a link, but not now. If you're reading this and I'm in IRC, remind me. NO ONE REMINDED ME AOSENIAENUTIHAESNUHTIAEOTNU
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2009-07-02, 03:38 AM
(This post was last modified: 2009-07-02, 05:19 AM by spect.)
It seems to me like the order of operations has been changed on eMS. I noticed it by soloing Anego (way too fast). I don't have data for other classes but hermit's damage is now apparently multiplied (with skill% and critical, 1.5 or 2.5 respectively) BEFORE the weapon-defense formula is applied.
It'd be nice if someone from gMS could cross-check and if there are any eMS players here, I'd like to know if anyone else noticed a damage increase. So far only heard that from hermits (two others except me).
Edit: Multiple people from my guild confirmed damage-increases, including a CB and a DK. In particular the CB encountered a very high damage increase (on Assaulter) which would go conform with what I wrote earlier, as it's a skill with a high skill% (450% when maxed).
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Assaulter ignores defense when you're above the monster's level. Is it possible that the CB outleveled Anego (130)?
That wouldn't explain the hermit damage increase though.
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Silly me, I had not enough data
So far, it seems more likely that it's simply a bug that Nexon implemented with the new patch which results in attack-potions to have twice the effect (ciders giving 40 attack instead of 20). My previous theory didn't really work well for my damage at grims, at least.
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I'm not quite getting the energy charge growth formula:
Russt Wrote:Energy Charge:
10000 units = 1 fully charged meter
Charge rate: Skill % * 100 units per monster per hit. In other words, at maximum level, it charges 192 units per monster per hit.
Energy Charge decay: 200 units / 10 seconds while inactive What's the "Skill %"? How do you turn 40 into 1.92? Or is there some hidden "Skill %" for each level of Energy Charge, but just isn't stated in-game?
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