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Actually snipe is 500k, not 1mil every 5s
http://www.youtube.com/watch?v=sBTg6xmX9...r_embedded
See at the very end where the MM kills the king slime
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Fiel Wrote:Ultimates - 1m to each of Zakums 8 arms every 30 seconds
Snipe: 1 mil every 5 seconds
In this video Snipe deals 500k, not 1mil. It's at the end.
Would the Magic Damage formula (if it's similar to the weapon ones) have a number other than 100 at the end because there are many things that add more Magic attack? The Magical Ring adds 5 M.Att while the Cruel Ring only adds 3 W.Att, and this goes for many other equips(Mushking Leather Gloves: 1 W.Att and 2 M.Att). Dividing the result by a bigger number would make more sense as the damage percentages for skills are somewhat similar to those of weapon classes.
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I'd also like to point out that I mis-applied a correction factor in my earlier calculations (namely, subtracting 0.5 from damage values to account for damage range rounding down; except that I accidentally subtracted 0.5 from the slope of the regression as well).
Amended:
Russt Wrote: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 + 9.38x, where y is minimum damage and x is mastery percentage. Using this equation, y = 939 occurs at x = 85.10, or +85% mastery. This means that base mastery is likely to be 15% (so that +85% totals to 100%).
At x = -15 (0% mastery total), y = 0.03, nearly 0. This means that all of the damage is dependent on mastery.
Looks like Cyanne's approach was right in the first place.
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JoeTang Wrote:6.4DEX + 1.6STR?
c
Doesn't fit, though. What the hell.
Edit: Actually, (6.4*dex + 1.6*str)*weapon attack/100 DOES fit for every screenshot if you round the number. Strange that they would do that, but it works.
Guns:
MAX = (6.4*dex + 1.6*str)*(weapon attack/100), rounded
or 1.6*(4 dex + 1 str)*(weapon attack/100)
MIN = (0.15 + mastery %  * MAX
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Doesn't work for this screenshot assuming he calculated his WATK correctly. That formula overshoots.
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Fiel Wrote:Doesn't work for this screenshot assuming he calculated his WATK correctly. That formula overshoots.
He actually only had 66 weapon attack there. I estimated it with Split Bullets, he only had regular Bullets. We definitely need more data to determine this still though.
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We just need to apply it to a couple Corsair ranges to make sure.
The magician formula seems to be AROUND (3.4*INT + 1.3* LUK) * (MAT/100). Doesn't fit all cases.
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Dusk Wrote:Edit: Actually, (6.4*dex + 1.6*str)*weapon attack/100 DOES fit for every screenshot if you round the number. Strange that they would do that, but it works.
Nope. One of the damage ranges in his mastery test is off by 1, rounding or not (I tried it earlier).
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Just thought I'd share something I saw in skill.wz
For the Gunslinger critical skill, here are the equations:
Code: skill.5200007.common.cr 2*x
skill.5200007.common.criticaldamageMin x
Where X is equal to the current level of the skill and the max level is 10
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So cr would be the rate and criticaldamageMin would be the damage?
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I cannot make sense of any of the tested numbers on critical damage, so time to pull out my wacky theories. Maybe max critical damage is constant for everyone and criticaldamageMin improves the "mastery" for them?
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I still need to see more base/noncrit/crit damages to get a clearer idea of what's happening. One video of a Gunslinger's not too useful.
And hopefully the extractions of the information the other crit skills list (eg. is there a criticalDamageMax in some of them?)
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Negative, Stereo. They're all criticaldamageMin. I just checked Sharp Eyes, Thorns, and this crit skill and they all use the same variable. The interesting part is that Stun Mastery does not use criticaldamageMin. It doesn't use a critical damage variable at all! Only probability.
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Fiel Wrote:Negative, Stereo. They're all criticaldamageMin. I just checked Sharp Eyes, Thorns, and this crit skill and they all use the same variable. The interesting part is that Stun Mastery does not use criticaldamageMin. It doesn't use a critical damage variable at all! Only probability.
Is that not the same for Critical Shot for first job Archers?
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JoeTang Wrote:Is that not the same for Critical Shot for first job Archers?
Critical Shot for first job archers just lists a probability and no other variables.
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Let's see if I can get what's going on.
Stereo Wrote: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.
Since a Gunslinger with max Crit has a bonus 20% chance to crit for 20% more damage and the estimated crit damage is 170%, this places the base crit and damage bonus for ALL classes at 5% chance to deal 50% more damage. I'm starting to like this new crit system, because like other people said it means we don't have to rely on SE/Thorns to give 110%. The buffed Sharp Eyes gives +15% crit chance and 30% bonus damage, which places Pirates at a 40% chance to deal 200% bonus damage, and for NLs they will get a 70% chance to deal 190% more damage on a crit, and Archers a 60% chance to deal 180% more damage on a crit. With Hurricane for BMs, a crit would give them 135%*180%=234% per Hurricane arrow, where before this change each Hurricane arrow would deal 100% + 100% + 140% = 340% per crit arrow. Night Lords dealt before: 150%+240%=390% per Triple Throw star. Now they will deal........ 270% x 190% = 513% per crit Star.
Wait........... WHAT IS THIS I DON' T EVEN. Assuming my hunch on base crit is correct Night Lords just went home with the grand prize for most overpowered 1v1 DPS skill after this.
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JoeTang Wrote:Range: 388~597
Observed: 457~696
Critical: 615~928
I think I can make sense of this
Base Range: 388~597
Minimum: 388
Double Shot: 388 * 1.3 = 504.4
Mob PDRate: 504.4 * 0.9 = 453
Critical: 453 * 1.35 = 611
Minimum Crit Observed: 615
Maximum: 597
Double Shot: 597 * 1.3 = 776.1
Mob PDRate: 776.1 * 0.9 = 698
Critical: 698 * 1.35 = 942
Maximum Crit Observed: 928
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Like what Stereo had a couple pages earlier.
Stereo Wrote: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.
Doesn't match up with the other Wild Hunter video though.
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The pirate video showed a 25% crit in the stat window, but I'm doing a 35% crit multiplier here. That's because, more than likely, Pirates have a hidden crit. Wild Hunters have a different hidden crit value. Also the mobs the wild hunter was training on in Magatia have PDDamage which is not suitable for damage testing.
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25% is the probability, not the damage. The damage is 10%+something, where something is a base critical value that may or may not depend on class.
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