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Well, I don't really understand the new critical skill charts.
For instance, the current Assassin critical skill at level 30 is:
50% Critical rate, 200% Damage.
Now (revamp) it says:
50% Critical rate, 20% Minimum something.
I'm Korean, and the only definition of "피해" that I know of is "harm"
I don't really understand this new concept of Critical damage. Can anyone confirm or prove if there was a change ?
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When I read it, I thought it meant the "20% minimum something" to be the minimum amount of damage that the attack was increased by, but it could go higher.
For example, say you hit 1k damage and it crits. It would increase by at least 20% in damage, to 1.2k. But it could go higher.
Then again, this is based on translations, so I'm not the one to ask
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That would be a horrible downgrade from the original 200% of your damage.
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Pride Wrote:That would be a horrible downgrade from the original 200% of your damage.
If i understand what she/he said (Jared) correctly, this is a damage increase. Because 200% damage would be 1000, with the 20 % it would be 1200, meaning increase?
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Pride Wrote:That would be a horrible downgrade from the original 200% of your damage.
well, 200% dmg is the max it can do. But with 20% min. , you can do more than 200% now right ? :>
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It's currently +100%, not 200%.
I'm not sure how crits work under the new system. Maybe they'll finally make them multiplicative.
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I'm more interested on the rings. Seeing EVERY job gets a little passive critical, wouldn't the Cruel ring be better? Adds a little more critical rate for a lot more damage, and has 1 extra att. :>
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LegendGospel Wrote:I'm more interested on the rings. Seeing EVERY job gets a little passive critical, wouldn't the Cruel ring be better? Adds a little more critical rate for a lot more damage, and has 1 extra att. :>
Critical rate always > critical damage
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From what I can gather at the moment, every class has a base critical rate of 5%, and the damage seems to be around +50%.
So level 1 Critical Throw, being 5% rate for 1% "minimum" damage, either stacks both the rate and damage, or replaces the rate and stacks the damage. (If it replaced the damage, level 1 would suck compared to innate critical, assuming it exists for thieves.)
So with maxed Critical Throw you have either 50% or 55% rate for +70% damage. Not too shabby.
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Russt Wrote:From what I can gather at the moment, every class has a base critical rate of 5%, and the damage seems to be around +50%.
So level 1 Critical Throw, being 5% rate for 1% "minimum" damage, either stacks both the rate and damage, or replaces the rate and stacks the damage. (If it replaced the damage, level 1 would suck compared to innate critical, assuming it exists for thieves.)
So with maxed Critical Throw you have either 50% or 55% rate for +70% damage. Not too shabby.
The rate from skills stacks with the 5% base rate.
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iAmFear Wrote:The rate from skills stacks with the 5% base rate.
Can you take a sample of your damage really quick please? Just head to snails or whatever has negligible defense now and shoot like 50 double shots, noting down your highest critical, highest noncritcal, lowest critical, and lowest noncritical. It'd help a lot for figuring out how criticals work :o
Also, I noticed that your mastery is 65%. Does it say anywhere where that extra 5% mastery is coming from, like on your gun? Or is the base mastery just 15% now?
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Not sure about mastery, nothing is giving any extra mastery.
I switched my gun to a level 10 one with no added effects.
Damage Range: 370~569
Without Crit:
Min: 433
Max: 664
With Crit:
Min: 561
Max: 905
Reset Mastery for Fun:
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433-644 is almost definitely 117% damage. 561-905 is between 152% and 159% damage. It would appear that your critical is either between +35% and +42% additively, or between 130% and 135% multiplicatively.
That is assuming 0 defense.
Hm.
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iAmFear Wrote:Not sure about mastery, nothing is giving any extra mastery.
I switched my gun to a level 10 one with no added effects.
Damage Range: 370~569
Without Crit:
Min: 433
Max: 664
With Crit:
Min: 561
Max: 905
Reset Mastery for Fun:
Thanks a lot for those numbers. The damage range shots confirm that the new minimum damage formula is: Max*(0.15 + bonus mastery) and that the mastery skills add on top of the base mastery.
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Forgot to mention, I was testing on Red Snails and Shrooms, working on uploading a video now.
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Cyanne, how do you figure that? The damage range numbers make no sense to me at all.
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Russt Wrote:Cyanne, how do you figure that? The damage range numbers make no sense to me at all.
30% on mastery skill has a 423-939 range, 423/939 = 45%
20% on mastery skill has a 329-939 range, 329/939 = 35%
0% on mastery skill has a 141-939 range, 141/939 = 15%
And I'm assuming 370-569 (370/569 = 65%) is with maxed mastery, which gives 50% bonus mastery.
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Cyanne Wrote:30% on mastery skill has a 423-939 range, 423/939 = 45%
20% on mastery skill has a 329-939 range, 329/939 = 35%
0% on mastery skill has a 141-939 range, 141/939 = 15%
And I'm assuming 370-569 (370/569 = 65%) is with maxed mastery, which gives 50% bonus mastery.
Yeah, 370~569 is with max Mastery. Is it possible that different classes get a different base mastery?
I'm seeing ~15% with my Ranged characters (Slinger and Wild Hunter), ~20% with Melee (Brawler), and ~25% with my Mages (Battle Mage and Magician)
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Mind adding the stats of your weapon, and other sources of weapon attack? 939 with the old damage formula seems to say you have 117 weapon attack at level 46.
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iAmFear Wrote:Yeah, 370~569 is with max Mastery. Is it possible that different classes get a different base mastery?
I'm seeing ~15% with my Ranged characters (Slinger and Wild Hunter), ~20% with Melee (Brawler), and ~25% with my Mages (Battle Mage and Magician)
By the old damage formula, you're not going to get your exact mastery value from min/max if your secondary stat has anything to say about it.
I'm curious as to what the 110% and 107% in your stat window are.
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