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JoeTang Wrote:No, I mean 70%. 10 + 6 * 10 = 70. How is it that the function of critical has changed 3 times over the past few days?
60% for 60%
60% for 160%
60% for 200%
70% for 200%
There are other combinations. I thought 60/60 was agreed upon, but whatever. Why not wait and test it rather than have several different possible calculations up in the air.
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KaidaTan Wrote:How is it that the function of critical has changed 3 times over the past few days?
60% for 60%
60% for 160%
60% for 200%
70% for 200%
There are other combinations. I thought 60/60 was agreed upon, but whatever. Why not wait and test it rather than have several different possible calculations up in the air.
http://www.southperry.net/forums/showthread.php?t=16709
I thought 200/70 was agreed on. The description states it gives a base +100% Critical Damage at 10% rate, and the skill gives (at max) +10% Critical Damage and +6% Critical Rate that stacks up to 10 times.
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2009-12-08, 02:24 AM
(This post was last modified: 2009-12-08, 02:27 AM by KaidaTan.)
JoeTang Wrote:http://www.southperry.net/forums/showthread.php?t=16709
I thought 200/70 was agreed on. The description states it gives a base +100% Critical Damage at 10% rate, and the skill gives (at max) +10% Critical Damage and +6% Critical Rate that stacks up to 10 times. Oh wow. And now that I think about it, that matches with some of the observations I've made (like the girl with the high 4xK damage regular attacks on Pap bombs). So with SE... 85% chance of +340% damage? Holy christ.
.85*3.4 = 289% average damage added per hit. Nightlords come in at a measly 156% with SE.
EDIT: Then again, NLs do many more attacks/second than Aran do, so don't look too much into that line.
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KaidaTan Wrote:Oh wow. And now that I think about it, that matches with some of the observations I've made (like the girl with the high 4xK damage regular attacks on Pap bombs). So with SE... 85% chance of +340% damage? Holy christ.
.85*3.4 = 289% average damage added per hit. Nightlords come in at a measly 156% with SE.
EDIT: Then again, NLs do many more attacks/second than Aran do, so don't look too much into that line.
Consider that 289% is more added damage than the base % of everything up until Final Blow in a Combo String, you're adding a lot of damage to an already strong class. SE effectively doubles Critical output. You get 3689.4% average damage per Combo String with Snow Charge Neutral. Divide by the time to use Attack -> Overswing Double -> Overswing Triple -> Final Blow and there should be your DPS. The %/s probably isn't going to be higher than a NL, but the significantly higher base damage should account for more than that. Though you will have trouble reaching this DPS due to statuses at bosses stopping your Combo from reaching that high.
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JoeTang Wrote:Consider that 289% is more added damage than the base % of everything up until Final Blow in a Combo String, you're adding a lot of damage to an already strong class. SE effectively doubles Critical output. You get 3689.4% average damage per Combo String with Snow Charge Neutral. Divide by the time to use Attack -> Overswing Double -> Overswing Triple -> Final Blow and there should be your DPS. The %/s probably isn't going to be higher than a NL, but the significantly higher base damage should account for more than that. Though you will have trouble reaching this DPS due to statuses at bosses stopping your Combo from reaching that high. Wouldn't the only status that messes up your combo be Seduce? Everything else is all-cureable, so that's not much of an issue. You can even build up the combo while an enemy has super defense up.
I don't feel like playing with the numbers, but consider that just spamming Attack -> Double -> Triple might be better damage than adding Final Blow due to its cast time and single-hit nature. Though maybe its insane range could make it hit things you wouldn't normally hit. Either way, seems to be something between 1700% and 2000% DPS.
For comparison, NLs do 2295% DPS with SE, while Corsairs do 3055% DPS with SE (they have a much lower multiplier though). I know it's somewhat early to draw conclusions, but I'm going to go ahead and bet that they'll be the strongest warrior class at this rate. Perhaps they'll even out with Bowmasters or so.
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KaidaTan Wrote:Oh wow. And now that I think about it, that matches with some of the observations I've made (like the girl with the high 4xK damage regular attacks on Pap bombs). So with SE... 85% chance of +340% damage? Holy christ.
.85*3.4 = 289% average damage added per hit. Nightlords come in at a measly 156% with SE.
NLs also bump from .5*100% = 50% to 156%
Arans are .7*200% = 140% to 289%
So if NL's base is 150% and Aran's is above 140% (200 to 306 and 280 to 429) then they get the same damage boost from SE. The higher Aran's base skill % is, the less SE helps.
Then that +53% damage (overall) is massive for NLs, so it would be pretty huge for Aran to get the same thing...
I don't believe you can fix Stun with all cures and most bosses stun for over 4 seconds, so that's an issue too.
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2009-12-08, 07:04 AM
(This post was last modified: 2009-12-08, 07:43 AM by WayOfTime.)
Hidden-street Wrote:Allows you to perform a critical attack with a certain success rate. For every 10 combos, your critical damage and the chance of a critical attack goes up from a default of 100% damage and 10% chance of performing a critical attack.
This means JoeTang is correct, and Arans always perform a critical even with no combo. So it doesn't matter how much is put in... arans will crit.
A base of 100%, so... Value=IF(crit_combo>0,1+IF(crit_amount>crit_max,crit_max,crit_amount)*Crit_val,0)+(SE_val*SEbuff)
And Chance=IF(crit_combo>0,0.1+IF(crit_amount>crit_max,crit_max,crit_amount)*crit_chance,0)+(SE_chance*SEbuff)
Very interesting, where at max it reaches 70% and 200%, and SE increases it to 85% and 340%...What the heck?
I'll add this in with my next update. This is interesting. How could I have not seen it before?
Edit: I never realized how hard it would be to make a calculator for this class when I started the project. But now that I loook back upon it, I should have realized this would not be easy for a class that has not been released to GMS. Thank you, everyone, for helping not just me, but the maple society.
KaidaTan Wrote:I don't feel like playing with the numbers, but consider that just spamming Attack -> Double -> Triple might be better damage than adding Final Blow due to its cast time and single-hit nature. Though maybe its insane range could make it hit things you wouldn't normally hit. Either way, seems to be something between 1700% and 2000% DPS.
I crunched the numbers using TehMatt's character as a reference, and it appears that the Final Blow chain is only greater than the Triple Swing chain once it reaches level 18-19. This is with a speed of 5 + booster
As shown, it means that it will be more beneficial after raising Overswing and Aggresion and while working on this skill just to use Overswing until FB is at a higher level.
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WayOfTime Wrote:This means JoeTang is correct, and Arans always perform a critical even with no combo. So it doesn't matter how much is put in... arans will crit.
A base of 100%, so... Value=IF(crit_combo>0,1+IF(crit_amount>crit_max,crit_max,crit_amount)*Crit_val,0)+(SE_val*SEbuff)
And Chance=IF(crit_combo>0,0.1+IF(crit_amount>crit_max,crit_max,crit_amount)*crit_chance,0)+(SE_chance*SEbuff)
Very interesting, where at max it reaches 70% and 200%, and SE increases it to 85% and 340%...What the heck?
I'll add this in with my next update. This is interesting. How could I have not seen it before?
Edit: I never realized how hard it would be to make a calculator for this class when I started the project. But now that I loook back upon it, I should have realized this would not be easy for a class that has not been released to GMS. Thank you, everyone, for helping not just me, but the maple society.
I crunched the numbers using TehMatt's character as a reference, and it appears that the Final Blow chain is only greater than the Triple Swing chain once it reaches level 18-19. This is with a speed of 5 + booster
As shown, it means that it will be more beneficial after raising Overswing and Aggresion and while working on this skill just to use Overswing until FB is at a higher level.
Keep in mind that you can't always have your Critical count maxed. At some point, it will have to be zero.
For example, if you have 9 out of 10 Combo Critical Count, Final Blow Chain will out DPS Overswing Chain at level 17 instead.
Critical Count : Final Blow Level (That out DPSes max Overswing Comb)
10 - 19
9 - 17
8 - 15
7 - 13
6 - 11
5 - 10
4 - 8
3 - 7
2 - 5
1 - 4
0 - 2
Another example is that if you have 1 Overswing and 1 Final Blow, Final Blow chain will be more DPS until your Critical Count is 7. This is the more important aspect, though; early Fourth Job damage as opposed to mid.
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JoeTang Wrote:Keep in mind that you can't always have your Critical count maxed. At some point, it will have to be zero.
For example, if you have 9 out of 10 Combo Critical Count, Final Blow Chain will out DPS Overswing Chain at level 17 instead.
Critical Count : Final Blow Level (That out DPSes max Overswing Comb)
10 - 19
9 - 17
8 - 15
7 - 13
6 - 11
5 - 10
4 - 8
3 - 7
2 - 5
1 - 4
0 - 2
Another example is that if you have 1 Overswing and 1 Final Blow, Final Blow chain will be more DPS until your Critical Count is 7. This is the more important aspect, though; early Fourth Job damage as opposed to mid.
Yeah, good point. I guess the only REAL way to show which is better is to just see how likely it is if you have a high amount of combo. I guess, still, the best build may be Overswing>Aggresion> and Final Blow. I guess it depends on how the person feels =P
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It completely depends on the person's training style and damage. If they don't require the Final Blow hit to kill the monsters they're training at, maxing Final Blow isn't necessary. Same applies for if they need Final Blow + Double Swing to kill, they'd probably be better off just using two Over Swing Combos, etc.
It also depends on how spread mobs are as well; some maps will cater to using Final Blow more than others to reach things you can't with Charge, or prefer using Blow for instead. i.e. you could theoretically use Blow to aggro certain monsters too far away to come into your range, and deal great damage at the same time as opposed to using Charge, which is significantly weaker and slower to get a similar effect.
Of course, most high level monsters will have a Magic Attack alternative so aggroing might not be the best choice. Typhons comes to mind though; regardless off how much less DPS you might do throwing in a level 1 Blow, the extra reach to aggro more is much more worthwhile in my opinion.
TehMatt says Final Blow may also have been slowed down in the most recent KMS patch (though it may be a temporary glitch.) I'd personally probably go with more Aggression after Overswing than Blow, but definitely have the single point in it early on.
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O.K. Last update I am going to do for a while. Good luck with your Arans!
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2009-12-09, 11:10 AM
(This post was last modified: 2009-12-09, 11:15 AM by Devil.)
WayOfTime Wrote:O.K. Last update I am going to do for a while. Good luck with your Arans! Just 1 minor thingy, I still get prompted every time I open the xls sheet with the same error.
source: xbowcalc.xlsx
location: C:\Users\Scott\AppData\Roaming\Microsoft\Excel (that's on your pc)
It's still there, you should rename xbowcalc.xlsx in that folder to something else, so you see that error too. I don't know where the error is located (which cell), because the error message doesn't say that.
Edit - Found where the error is:
Tab: Monster Table
Cell: A1
Data: ='C:\Users\Scott\AppData\Roaming\Microsoft\Excel\[xbowcalc29.xlsx]Bowman Calculator'!D31
If you clear that cell, the errors should be gone!
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Devil Wrote:Just 1 minor thingy, I still get prompted every time I open the xls sheet with the same error.
source: xbowcalc.xlsx
location: C:\Users\Scott\AppData\Roaming\Microsoft\Excel (that's on your pc)
It's still there, you should rename xbowcalc.xlsx in that folder to something else, so you see that error too. I don't know where the error is located (which cell), because the error message doesn't say that. 
Edit - Found where the error is:
Tab: Monster Table
Cell: A1
Data: ='C:\Users\Scott\AppData\Roaming\Microsoft\Excel\[xbowcalc29.xlsx]Bowman Calculator'!D31
If you clear that cell, the errors should be gone!  O.K. THank you. Just realized the patch is tomorrow, not today. >.< WASTE OF A SNOW DAY!
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So its +200% damage for 70% chance
Cuz starting is already +100% with 10% chance
So stack +10% ten times and +6% ten times = +200% damage and 70% chance?
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¥-Striker-¥ Wrote:So its +200% damage for 70% chance
Cuz starting is already +100% with 10% chance
So stack +10% ten times and +6% ten times = +200% damage and 70% chance?
Correct.
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Yay!! 200% FTW!!
DOes it make them overpowered?
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40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
14 normal : 920 * 14 = 12880%
12880 + 53760 = 66640% per Overswing with 100+ combo (70% chance of +200% damage)
Correct?
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¥-Striker-¥ Wrote:40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
14 normal : 920 * 14 = 12880%
12880 + 53760 = 66640% per Overswing with 100+ combo (70% chance of +200% damage)
Correct?
No.
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Since when did 28+14 = 40?
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O.o my bad, shud be :
40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
12 normal : 920 * 14 = 11040%
11040 + 53760 = 64800% per Overswing with 100+ combo (70% chance of +200% damage)
Correct?
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