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Devil Wrote:Hmmm I'm curious how critical's will hold up in this one... Would criticals be added before or after the reduction...
My guess is that it will be added -after-, so that criticals are not affected by mob damage distribution...
P.S. Same goes for Freeze Charge, does that get multiplied on the total damage done (so even AFTER criticals?) or is it applied on the base damage?
It doesn't matter at what point you put in Freeze Charge, if the commutative property still holds. Just put it after the crits.
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2009-11-23, 09:56 PM
(This post was last modified: 2009-11-23, 09:58 PM by Russt.)
My reasoning for restricting it to a range is this.
Say Hazzy's observed minimum is x_observed, and his observed maximum is y_observed, and his damage range minimum is x_range and maximum is y_range.
We know that x_observed >= x_actual, and y_observed <= y_actual.
So, if we call the ratio K:
K*x_range = x_actual <= x_observed
K <= x_observed/x_range
K*y_range = y_actual >= y_observed
K >= y_observed/y_range
In other words, K must be in the interval:
[y_observed/y_range, x_observed/x_range].
By this logic we can just plug in the numbers (which I will do at the bottom of post).
Hazzy Wrote:My wAtk may be off by a few points. I was too lazy to try and re-learn "wAtk" in Korean, and went off of an old video I posted where I had my wAtk "oh i haven't changed my gear much".
Can you work backwards to find it from the stat window? Yes. Your weapon attack is 84.
Hazzy Wrote:What's the Modifier formula for Heal Damage? 1.5 + 5/n isn't a percent... Yeah. The percent we're working with is actually a ratio.
f(n) = 1.5 + 5/n = modifier when working with n monsters
f(2)/f(1) = ratio between 2 monsters and 1 monster damage = (1.5 + 5/2) / (1.5 + 5/1) = 4/6.5 =~ 0.6153846 =~ 61.54%
---
Okay, back to the formula: [y_observed/y_range, x_observed/x_range]
x_range = 602
y_range = 1087
For 2:
x_observed = 395
y_observed = 687
K in interval [687/1087, 395/602] = [0.6320, 0.6561]. Definitely doesn't include 0.6154, which means the Heal formula doesn't work. QQ.
For 3:
x_observed = 304
y_observed = 551
K in interval [551/1087, 304/602] = [0.5069, 0.5050]. This is somewhat troubling, because the min is higher than the max. This tells me something's probably wrong here.
For your small results for 4:
x_observed = 304
y_observed = 468
K in interval [468/1087, 304/602] = [0.4305, 0.5050]. Not very telling but it's here anyway.
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Actually you forgot to consider the order of operations:
Damage = (Range * Multiplier) - DEF
Instead you did
Damage = (Range - DEF) * Multiplier
Range: 626~1107
Two Mobs:
395~687
40 W.DEF
419~707
K = [0.639, 0.669]
Three Mobs:
304~551
40 W.DEF
328~571
K = [0.516, 0.524]
Four Mobs:
304~468
40 W.DEF
328~488
K = [0.441, 0.524]
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The normal order of operations should be (base - def)*skill*attack mod. It works like that for other classes... For example SB-FA for a warrior is approximately (base-def)*2.5*(2*3^-x) where x is the # of the target.
If it does do (base*skill-def)*attack mod, then it's unique to Arans.
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Stereo Wrote:The normal order of operations should be (base - def)*skill*attack mod. It works like that for other classes... For example SB-FA for a warrior is approximately (base-def)*2.5*(2*3^-x) where x is the # of the target.
If it does do (base*skill-def)*attack mod, then it's unique to Arans.
It's a damage modifier like Element, Slash Blast Final Attack, Iron Arrow, Pierce, Chain Lightning, and Energy Orb. It should be performed on the damage range before defense. After defense, the skill and critical modifiers are applied.
e.g. Iron Arrow second mob would be (BASE * 0.9 - DEF) * (SKILL% + CRIT%);
Aran Mob Reduction should be the same as other modifiers have shown to be
(BASE * K * ELEM - DEF) * (SKILL% + CRIT%)
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2009-11-24, 10:52 PM
(This post was last modified: 2009-11-24, 11:20 PM by Russt.)
Yeah, I was thinking today that that might be it.
However, Iron Arrow isn't before defense. It's after everything - even the damage coersion. That's why Piercing Arrow's able to hit 199999 * 1.2^5.
But I think this might be different. Heal modifier is before defense because it's part of how the damage is actually calculated. The same might apply to the Aran modifier.
Besides, it doesn't give a degenerate interval, which is good enough for me.
On an unrelated note, as of this time, this thread shows up as the 4th or 5th Google result for math joar. Well done, Hazzy.
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2009-11-26, 02:55 AM
(This post was last modified: 2009-11-26, 04:09 AM by Russt.)
Possible rational approximation: f(x) = 1/7 * (2 + 5/x)
This gives
f(1) = 1
f(2) = 0.6429
f(3) = 0.5238
f(4) = 0.4643
Of course, given the limited precision of our data, it can be any value in a range of possible formulas. Assuming that it's of the form a + b/x, where a + b = 1 (so that f(1) is fixed at 1), a can be anywhere in interval [0.278, 0.286] (and therefore b [0.714, 0.722]).
I chose a to be 2/7 (~0.2857) in the above formula because it was the first "simple" fraction I came up with that fit in that range.
For the curious:
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2009-11-26, 03:40 AM
(This post was last modified: 2009-11-26, 04:06 PM by Hazzy.)
I'd go record some damages of 12 mobs, but it gets hard to keep track of with that many. :/
I can upload a short clip in nPQ if you want to take a crack at it, although the one I have in mind uses Normal Attack, Smash, double and triple swing. D: Too much data?
1 minute clip if you want to give it a shot.
http://www.mediafire.com/?q2dlzzhwgnm
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JoeTang Wrote:It's a damage modifier like Element, Slash Blast Final Attack, Iron Arrow, Pierce, Chain Lightning, and Energy Orb. It should be performed on the damage range before defense. After defense, the skill and critical modifiers are applied.
e.g. Iron Arrow second mob would be (BASE * 0.9 - DEF) * (SKILL% + CRIT%);
If SB FA worked like that, since it does ~0.6% on the last target, it would never do more than 1 damage, but it does proportional damage (under 100, but not always 1).
Eg. 15000*0.006 = 90 damage. On anything with over 200 def that'd be 1 damage, and most people don't have 15000 base range. But I see proportionally low damage - eg. with Fire Charge on a Fire-weak monster, (base*1.2*1.5-def)*skill%*0.006 = ~19-62, which tends to be accurate.
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Stereo Wrote:If SB FA worked like that, since it does ~0.6% on the last target, it would never do more than 1 damage, but it does proportional damage (under 100, but not always 1).
Eg. 15000*0.006 = 90 damage. On anything with over 200 def that'd be 1 damage, and most people don't have 15000 base range. But I see proportionally low damage - eg. with Fire Charge on a Fire-weak monster, (base*1.2*1.5-def)*skill%*0.006 = ~19-62, which tends to be accurate.
My bad. Those were listed under "After Modifiers". Missed that.
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What I would like to know is where final toss factors into all of this. Is it like critical where it is added on to the equation afterwards, or is it also factored by the modifier?
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WayOfTime Wrote:What I would like to know is where final toss factors into all of this. Is it like critical where it is added on to the equation afterwards, or is it also factored by the modifier?
I'm fairly sure it's added in at the same time as critical. Actually, critical is added in around the beginning, not at the end. Modifiers affect it.
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i noticed this when im playing my aran. When i am using triple swing on a single monster, it does up to 2k on the last hit. But in a mob, it reduces by ALOT.
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DeanNim Wrote:i noticed this when im playing my aran. When i am using triple swing on a single monster, it does up to 2k on the last hit. But in a mob, it reduces by ALOT.
Yes, that was established on post 1 and we've been trying to quantify 'A LOT" for 74 posts now.
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WayOfTime Wrote:What I would like to know is where final toss factors into all of this. Is it like critical where it is added on to the equation afterwards, or is it also factored by the modifier? Because I'm too lazy to look at skill table, what's Final Toss?
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Russt Wrote:Because I'm too lazy to look at skill table, what's Final Toss?
It pushes mobs into the air, and attacks done while they're in the air do more damage (if you KB them, they stay in the air).
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Stereo Wrote:It pushes mobs into the air, and attacks done while they're in the air do more damage (if you KB them, they stay in the air).
IIRC it's a 110% additive damage boost while they're up there. Definitely worth it in situations like giant Himes mobs, where you can toss up around 10 and wail on them. I wonder if it helps out anyone else's damage when they attack the airborne monsters. Also, I wonder what it looks like from a 3rd person view
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