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Post-1.2.318 Damage Calculations
#41
I'll contribute all my effort into providing ss's for brawlers, battle mages, and wild hunters when i get home. Does anyone have specific instructions so i know what to do beforehand?
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#42
Takebacker Wrote:I'll contribute all my effort into providing ss's for brawlers, battle mages, and wild hunters when i get home. Does anyone have specific instructions so i know what to do beforehand?

Take lots of screenshots with varying stats, provide accurate weapon/magic attack. Pretty simple.
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#43

  1. Document every bonus to magic/weapon attack.
  2. Show clear screen of Stats and Range.
  3. Repeat for a variety of weapon attacks and stats.
  4. Post results

I think that's it.
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#44
Dusk Wrote:This post is still a mindpineapple.

What causes the 0.87 multiplier to be used?

Or maybe the staff formula is entirely different. More screenshots with the 25 magic level 10 staff please?

I think staff might have been changed between this and last patch. Damage ranges are the same now.

 Problem solved?
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#45
iAmFear Wrote:I think staff might have been changed between this and last patch. Damage ranges are the same now.

 Problem solved?

Yes. Awesome.

Probably a typo or something.
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#46
Can you check out bandit ranges now Fear? The thief advance is fixed.
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#47
Cactuar Wrote:Can you check out bandit ranges now Fear? The thief advance is fixed.

Will do, I should make two I guess, one normal and one str dit.

Edit: Server check.
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#48
iAmFear Wrote:I think staff might have been changed between this and last patch. Damage ranges are the same now.

 Problem solved?

Where are you getting 20 magic attack from? 25 on the staff, but 55 total? I thought INT didn't affect Magic attack anymore.
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#49

Weapon TypeMultiplier
1H Sword???
1H Axe???
1H BW???
Dagger???
Wand0.88
Staff0.88
2H Sword???
2H Axe???
2H BW???
Spear???
Polearm???
Bow???
Crossbow???
Claw2.0
Knuckler???
Gun1.6
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#50
Hazzy Wrote:Where are you getting 20 magic attack from? 25 on the staff, but 55 total? I thought INT didn't affect Magic attack anymore.

I get 22 matk from my pet equips, and 8 from blessing.
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#51
The two-handed axe constant seems to be 1.26 with the difference in slashes and stabs completely taken out.

The following range shows that the character's total attack is 122.
 Spoiler

With the axe, total attack is 123, but the damage range drops a little bit.
 Spoiler

iAmFear Wrote:Will do, I should make two I guess, one normal and one str dit.

Edit: Server check.

Try the str dagger with a warrior? o.o
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#52
ShiKage Wrote:I didn't post any weapons that weren't equipped. I don't see how that would affect the calculations. I gave you everything I had equipped.

 Spoiler
Getting 1h axe from this, which doesn't list your other attack gear (or level of Rage - so I assumed 20 atk.) If I assume 141 total atk then it comes out to 2602 max with a 1.20 multiplier.





Kinda a side note, but...
Level 23 Magician
4 dex 101 int 26 luk
60 phys. avoid, 157 magic avoid

Level 67 Warrior
38 dex 6 int 14 luk
78 phys. avoid, 46 magic avoid

Level 80 Warrior
86 dex 9 int 7 luk
114 phys. avoid 35 magic avoid

I don't remember either class having an avoid-boosting skill, or really any equips adding avoid, but these don't seem to add up.

If we assume 1int=1magic avoid, 1luk=2magic avoid, you get
23 Magician 101+52 = 153 (4 more avoid missing)
67 Warrior 6+28 = 34 (12 more avoid missing)
80 Warrior 9+14 = 23 (12 more avoid missing)
Which is class consistent but where is it coming from.
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#53
I know it may seem weird, but what are their STR values?
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#54
Dagger+5atk Pet Equip+4atk Blessing

LUK Dagger

 32~162|36 Total ATT
 37~184|41 Total ATT

Looks like 1.31, I think

STR Dagger

 35~175|39 Total ATT
 35~176|39 Total ATT|+1 STR
 35~176|39 Total ATT|+2 STR

After further testing, it looks like all daggers are affected by STR.

Max range on the level 12 dagger increases by 1 when you add 2 STR, decreases by 1 when you take away 1 STR.
Max range on the level 17 dagger increases by 1 when you add 1 STR, no change at 2 STR.

Stereo Wrote:If we assume 1int=1magic avoid, 1luk=2magic avoid, you get
23 Magician 101+52 = 153 (4 more avoid missing)
67 Warrior 6+28 = 34 (12 more avoid missing)
80 Warrior 9+14 = 23 (12 more avoid missing)
Which is class consistent but where is it coming from.

4 and 12 blessing?
Hmm, blessing only says it boosts avoid and accuracy, it doesn't distinguish between physical and magical.
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#55
1.30 works if you do 1.30*(4*luk+str+dex)

Thanks, forgot about Blessing.
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#56
Stereo Wrote:1.30 works if you do 1.30*(4*luk+str+dex)

Thanks, forgot about Blessing.

That makes sense, making a warrior now.
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#57
It looks like Physical avoidability is a lot like magic avoidability; LUK x2 + DEX +(extra avoid)

So...
26(LUK)x2 + 4(Dex) + 4(blessing)= 60 avoid
14(LUK)x2 + 38(DEX) + 12(blessing)=78 avoid

The last one doesnt add up. Is it possible you have 2 extra avoid somewhere?
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#58
So they increased all the avoid values and made them whole number contributions? Interesting.

What about accuracy?
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#59

Weapon TypeMultiplier
1H Sword1.20
1H Axe1.20?
1H BW???
Dagger1.3 (str + dex secondary)
Wand0.88
Staff0.88
2H Sword1.28
2H Axe1.26
2H BW???
Spear???
Polearm???
Bow???
Crossbow???
Claw2.0
Knuckler???
Gun1.6


Added in what we have so far now.
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#60
To get accuracy, I need more input: especially with mastery levels and all skill accuracy modifiers. Do you happen to have some with your characters, Stereo?


Been toying with the accuracy formula for a while: it is not as cut-and-dry as I thought it would be!
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