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Regarding critical damage with the revamp
#41
Cyanne Wrote:Was the magic stat removed? Someone who can read Korean tell me whether or not this is accurate for translation of the right half of the stat window:

Damage range
Critical rate
Weapon defense
Magic defense
Weapon accuracy
Magic accuracy
Weapon avoid
Magic avoid
Hands
Speed
Jump

I believe it make sense to assume that magic attack is now being treated in the same way as weapon attack.
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#42
Cyanne Wrote:Was the magic stat removed? Someone who can read Korean tell me whether or not this is accurate for translation of the right half of the stat window:

Damage range
Critical rate
Weapon defense
Magic defense
Weapon accuracy
Magic accuracy
Weapon avoid
Magic avoid
Hands
Speed
Jump

You ninja'd me by just one minute.
http://www.southperry.net/showthread.php?t=28267

(I hadn't been following this thread, I swear.)
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#43
Russt Wrote:You ninja'd me by just one minute.
http://www.southperry.net/showthread.php?t=28267

(I hadn't been following this thread, I swear.)

I was kind of asking the same question, I can't read Korean. I was just guessing by the characters and assuming hands was still listed as a stat =S
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#44
Cyanne Wrote:I was kind of asking the same question, I can't read Korean. I was just guessing by the characters and assuming hands was still listed as a stat =S

If you look at the SS in his thread, you can see that hands is still a stat. The stat just above speed is equal to Dex + Int + Luk..therefore, hands.
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#45
Vid at Snails and Blue Snails
Quality isn't so good, but I'm told it'll get better once it's done processing.

[video=youtube;EXb3YpLuljE]http://www.youtube.com/watch?v=EXb3YpLuljE[/video]

Damage Range is 388~597.

Oh, also the 423~939 range is with 10atk bullets (because of auto-sort).
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#46
I can't find two multipliers with one decimal place that fit all the damage ranges given in this thread.

Something that close: 6.3*dex + 2.1*str

We'll need more screenshots where weapon attack is held constant and only dex and str are changed.
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#47
Looking at iAmFear's data:

Max damage is 939

+50% mastery is 610
+30% mastery is 423
+20% mastery is 329
+0% mastery is 141

Linear regression on the four points yields y = 140.73 + 8.88x, where y is minimum damage and x is mastery percentage. Using this equation, y = 939 occurs at x = 89.8953, or +90% mastery. This means that base mastery is likely to be 10% (so that +90% totals to 100%).

At x = -10 (0% mastery total), y = 51.93. This means that 52 of the 939 damage is independent of mastery, so I'll assume this is from STR. The other 887 damage is from DEX.

Thus the ratio of DEX multiplier to STR multiplier should be approximately (887/221)/(52/45) = 3.473.

Fractions close to this number:
3/1 (3.0000)
7/2 (3.5000)
38/11 (3.4545)
45/13 (3.4615)
52/15 (3.4667)
59/17 (3.4706)
66/19 (3.4737)
191/55 (3.4727)
257/74 (3.4730)
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#48
Range: 388~597
Observed: 457~696
Critical: 592~928

=[

Something is throwing the 130% from Double Fire off.
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#49
Dusk Wrote:I can't find two multipliers with one decimal place that fit all the damage ranges given in this thread.

Something that close: 6.3*dex + 2.1*str

We'll need more screenshots where weapon attack is held constant and only dex and str are changed.

Thirteen different cases, but no really big stat boosts

 350~539|39 Total ATT
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#50
JoeTang Wrote:Range: 388~597
Observed: 457~696
Critical: 592~928

=[

Something is throwing the 130% from Double Fire off.

Very.
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#51
6.4DEX + 1.6STR?

c
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#52
What if other things influence damage? Maybe Accuracy? Levels? Etc.
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#53
Loose Wrote:What if other things influence damage? Maybe Accuracy? Levels? Etc.

Sounds plausible. Level up. Take screen shots for each AP you add. See what happens.
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#54
iAmFear Wrote:Thirteen different cases, but no really big stat boosts

 350~539|39 Total ATT

0 STR/2 DEX is looking exactly the same as 8 STR/0 DEX which is... strange. But maybe that's just because of the small numbers.
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#55
JoeTang Wrote:Sounds plausible. Level up. Take screen shots for each AP you add. See what happens.

Not related to my slinger, but I did this for my magician earlier.

 Level 17
 Level 18, +1 LUK
 Level 18, +1 LUK, +1 INT
 Level 18, +1 LUK, +2 INT
 Level 18, +1 LUK, +3 INT
 Level 18, +1 LUK, +4 INT

 And some random, somewhat unorganized data

The range before the +10 MATK thing is from removing one of my pet equips that give +10 MATK, the range after is after putting it back on.
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#56
So it would appear that magic damage is approximately proportional to Magic Attack as well.
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#57
Most pictures are broken. J/S.
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#58
JoeTang Wrote:Range: 388~597
Observed: 457~696
Critical: 592~928

=[

Something is throwing the 130% from Double Fire off.

No, makes perfect sense to me.

Like I said in my previous post, green snails have a variable called "PDRate". Now mathmatically I can show how it works to make total sense. For green snails, the PDRate is 10 which means 10% of the damage is reduced.

Base Range: 388~597

Minimum: 388
Double Shot: 388 * 1.3 = 504.4
Mob PDRate: 504.4 * 0.9 = 453
Minimum Observed: 457

Maximum: 597
Double Shot: 597 * 1.3 = 776.1
Mob PDRate: 776.1 * 0.9 = 698
Maximum Observed: 696

So yeah, perfect sense to me and in perfect range.
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#59
That puts crits around 170% but you can't fit them both in with a single percentage.

Eg. 170% (with crit) gives 592-913. 173% gives 604-929.

edit: lowest crit I saw was 615. Where'd 592 come from?

615 gives us 173-176% with crit. That's either +43-46% or *1.33-1.35.
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#60
Oh wow. Very interesting.

It would appear that this PDRate is a Modifier A or B. A would be most likely, since that is what the current level disadvantage modifier is, and would put it before the defense subtraction. B would put it after, but before multiplying skill percentage.
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