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Regarding critical damage with the revamp
#61
Green Snail:

Code:
info.level 1
info.bodyAttack 1
info.maxHP 15
info.speed -65
info.PADamage 2
info.PDRate 10
info.MADamage 1
info.MDRate 10
info.acc 4
info.eva 1
info.pushed 5
info.fs 10.0
info.exp 3
info.summonType 1
info.category 1
info.mobType 1N
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#62
Is PDRate = 10 common?
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#63
Does this mean that all monsters have a -10% damage or greater PDRate?
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#64
All mobs have PDRate. The following are rules of thumb when it comes to PDRate:

- Regular mobs have PDRate = 10
- Area bosses or special mobs have PDRate = 20
- Super bosses have PDRate = 25

Haven't scripted this out, so I'm not 100% sure on this. But yes, 10% PDRate is extremely common.
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#65
I guess that means bosses are a tad more durable than I previously expected. I figured with the new % items and the skill changes, fighting a boss like Zakum with a reasonably levelled party would be akin to slicing through butter with a hot knife.

Now it's like slicing through butter with a lukewarm knife.
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#66
Scripted it out. Here are all of the PDRates and mob names from GMS:

 Spoiler
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#67
Having defense be a percentage is a good thing for weaker people since as it is now, having an x% increase in your damage range isn't exactly an x% increase in damage on something since defense subtracts a static number from damage range. I think this is a good change, but it is a little bit redundant since they could've just directly added a 0.9 multiplier constant over damage range and changed the bosses to ~10/15% instead.
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#68
Cyanne Wrote:Having defense be a percentage is a good thing for weaker people since as it is now, having an x% increase in your damage range isn't exactly an x% increase in damage on something since defense subtracts a static number from damage range. I think this is a good change, but it is a little bit redundant since they could've just directly added a 0.9 multiplier constant over damage range and changed the bosses to ~10/15% instead. It also gives no variation to bosses' defense, although that could change since this is just kMST.

I do believe regular physical defense values still exist. In the "Maplestory 2.0" thread, Zakum is listed as having a "PDDamage" of 1000, which I assume is regular physical defense.

Now I wonder, which one is calculated first?

Flat damage reduction via defense followed by % damage reduction via PDRate would result in higher damage to bosses, while % before flat defense would result in noticeably lower damage.
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#69
Cyanne Wrote:I think this is a good change, but it is a little bit redundant since they could've just directly added a 0.9 multiplier constant over damage range and changed the bosses to ~10/15% instead.

At least this way it leaves room for skills that nullify PDrate, or skills that already do (Do Sacrifice or the new Sader/Sniper skills ignore this?)
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#70
I would wager that PDRate is applied before PDDamage, just like the currently existing level penalty, which is similar. (Speaking of level penalty, I wonder if it still exists, and whether it stacks on top of the PDRate penalty or is a separate modifier.)

Fiel, what about a list of MDRate?
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#71
i guess this is something we have to test as well, considering that the the PDrates are spread out over the various monsters, ( i.e ToT monsters having only 5 PD while death teddy having 25 PD), both options are just as likely.

Ultimately, Pd seems to be an interesting cap on the damage cap. Perhaps it is a method to increase the survivability of bosses, to stop them from being killed so fast, seeing as they were untouched by the mob changes, they have now become the monsters with the lowest exp/hp ratio
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#72
 MDRate
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#73
Russt Wrote:So it would appear that magic damage is approximately proportional to Magic Attack as well.

Am I reading the random data right, that Magic Attack carries more weight than Int now?
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#74
Phoenix Wrote:Am I reading the random data right, that Magic Attack carries more weight than Int now?

Yes, that would be the case.
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#75
Russt Wrote:Yes, that would be the case.

That alone should quell a lot of the mages cannot boss stuff. Also make apples realistcally useable for mages.
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#76
Extremely usable, all right. Maybe the level 163 elementals will see some use too, given their substantial magic attack (33 more, at the cost of 161 additional LUK required, compared to the wands).

Also, LOL @ T-1337 potions, assuming this update makes it to GMS.
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#77
Russt Wrote:Also, LOL @ T-1337 potions, assuming this update makes it to GMS.

Magician hits 999k's on each hit of their ultimate to a boss.


Alright guys, game over. It was fun while it lasted.
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#78
MetaSeraphim Wrote:Magician hits 999k's on each hit of their ultimate to a boss.


Alright guys, game over. It was fun while it lasted.

Ultimates: 1mil every 30 seconds
Snipe: 1 mil ever 5 seconds.
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#79
Phoenix Wrote:Ultimates: 1mil every 30 seconds
Snipe: 1 mil ever 5 seconds.

Ultimates - 1m to each of Zakums 8 arms every 30 seconds
Snipe: 1 mil every 5 seconds
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#80
Of course exceptions to multi-part bosses. Though I'm pretty sure(read hopeful) they had some hind-sight and restricted Snipe's cap.
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