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WayOfTime Wrote:The last one doesnt add up. Is it possible you have 2 extra avoid somewhere?
I'd think equip avoid would add to both phys. and magic avoid though, so that's odd.
Maybe there's a +% physical avoid on one of the blue equips? Just conjecture though.
And no I don't know accuracy values at all. :x
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Well, I worked on the physical accuracy for a bit, and since I dont know entirely the equips, it is the best I can do. It worked on the level 21 rogue (assume 4 fairy, +9 acc nimble body, and +1 acc dana [used reverse engineering with avoid formula]) and the level 23 mage (same reverse engineering). It would also work with your level 80 warrior, Stereo, if it has an extra 5 acc somewhere.
(1/0.84)*DEX+LUK (Rounddown).
Edit: I think I found the mage accuracy formula: it is a real let down compared to the others, but it seems to work.
Luk + Int + other accuracies
This works for Stereo's warrior (same 5 accuracy occurance) and the thief, but seems to stray on the mage, where it happens to matter the most.
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And here are the remaining warrior equips:
58 STR, 30 DEX
Total Att = Weapon Att + 4 atk from Blessing
1H Axe
1H BW
2H BW
Spear
Pole Arm
1H Axe and BW seem to be around 1.1, need more 2H BW, Spear and PA are around 1.5
Gonna level to 20 and check those out.
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So...
Polearm - 1.49
Spear - 1.49
2h BW - 1.27
1h BW - 1.10
1h Axe - 1.10
| Weapon Type | Multiplier |
|---|
| 1H Sword | 1.10 | | 1H Axe | 1.10 | | 1H BW | 1.10 | | Dagger | 1.3 (str + dex secondary) | | Wand | 0.88 | | Staff | 0.88 | | 2H Sword | 1.28 | | 2H Axe | 1.26 | | 2H BW | 1.27 | | Spear | 1.49 | | Polearm | 1.49 | | Bow | ??? | | Crossbow | ??? | | Claw | 2.0 | | Knuckler | ??? | | Gun | 1.6 |
Why the 2h BW has higher multiplier than 2h Axe, I cannot say. Maybe they changed several formulas by +0.01.
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The accuracy formulae seem to be accurate (except for that 1/0.84; that needs work). And the modifiers for the spear and polearm seem to be the same; estimated at ~1.53 (1.526718 more specific, but isn't round enough, and is only looking at the 41 atk value. Probably would be best to get it to a higher level). Other modifiers seem accurate.
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Stereo Wrote:So...
Polearm - 1.49
Spear - 1.49
2h BW - 1.27
1h BW - 1.10
1h Axe - 1.10
| Weapon Type | Multiplier |
|---|
| 1H Sword | 1.20 | | 1H Axe | 1.10 | | 1H BW | 1.10 | | Dagger | 1.3 (str + dex secondary) | | Wand | 0.88 | | Staff | 0.88 | | 2H Sword | 1.28 | | 2H Axe | 1.26 | | 2H BW | 1.27 | | Spear | 1.49 | | Polearm | 1.49 | | Bow | ??? | | Crossbow | ??? | | Claw | 2.0 | | Knuckler | ??? | | Gun | 1.6 |
Why the 2h BW has higher multiplier than 2h Axe, I cannot say. Maybe they changed several formulas by +0.01.
Just checked 1H Sword, looks like it's 1.1 as well. 98 max range, 34 atk, 90/(262*.34) is about 1.1, and 55 max range, 19 atk, 55/(262*.19) is also about 1.1
I think it's worth redoing 2H Sword and Axe as well.
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I thought the formulas would be one thing they wouldn't keep changing, so they'd be a good place to start. This is going to be annoying.
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WayOfTime Wrote:The accuracy formulae seem to be accurate (except for that 1/0.84; that needs work). And the modifiers for the spear and polearm seem to be the same; estimated at ~1.53 (1.526718 more specific, but isn't round enough, and is only looking at the 41 atk value. Probably would be best to get it to a higher level). Other modifiers seem accurate.
Putting +- limits on the numbers I got (assuming they only round 159.5 ~ 160.5 to 160):
1.4848 ~ 1.4941 - Spear/Polearm
1.2614 ~ 1.2707 - 2h BW
1.0998 ~ 1.10793 - 1h axe/bw
If we do assume they're 2 decimal places, the only possible values are 1.49, 1.27, 1.10 - not sure where 1.53 came from.
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2010-06-24, 11:27 PM
(This post was last modified: 2010-06-25, 12:32 AM by 50504724.)
Get 2 more screenshot..
Really strange.
then I find the ATK from other gears by change the multiplier
The result is:
other ATK:40
2H Axe:multiplier=1.27 totalATT=122 baseDamage:1498.89~2141.27 round: 1499~2141
2H Sword:multiplier=1.29 totalATT=121 baseDamage:1510.01~2157.164 round: 1510~2157
if the multiplier is 1.28 or 1.26 or others, I can't find a suitable integer as totalATT..
round or floor...
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Level 20:
73 STR, 40 DEX
2H Axe and 2H BW at 20 have the same attack and result in the same attack range.
I'm gonna try to 100% the 2H sword twice and see what happens.
Oh and something else of note:
This is on my warrior.
But after dying in Orbis:
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Rounding =
| Weapon | Multiplier |
|---|
| 1h Sword | 1.1 | | 1h Blunt | 1.1 | | 2h Sword | 1.29 | | 2h Axe | 1.27 | | 2h Blunt | 1.27 | | Polearm | 1.49 |
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I made up a sheet to validate all of your data~~~
I can't see the images from imageshack.us=.= sry...
1h Sword 1.1
1h Blunt 1.1
2h Sword 1.29
2h Axe 1.27
2h Blunt 1.27
Polearm 1.49
None-error
wand/staff really need more screenshot .
while the image which I got from 1.2.318 shows that one of them have the Multiplier of 0.87
and then 1.2.321 formula changes?
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Paul just told me about the multipliers. Can I get an  for detrimental Magician multipliers? At least we can scroll our earrings for Wep ATT, I suppose
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50504724 Wrote:I can't see the images from imageshack.us=.= sry...
[URL="http://dl.dropbox.com/u/5506330/images/multipliers.png"] http://dl.dropbox.com/u/5506330/images/multipliers.png
[/URL]
???
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My friend take lots of data from KMST
lucky~~~
only the red part have something error.
I assumed that it may have a special calculate order:
1) calculate the max Damage ,with the stat and weapon Multiplier.
2) round it.
3) multiply rounded Max Damage by mastery, and round it. That is Min Damage.
So 1430.348~1833.779 --> ? ~1834 --> 1834*0.78 ~ 1834 --> 1430.52 ~ 1834 --> 1431 ~ 1834
staff=0.87 seems a bug. It has already repaired.
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Since the new critical skill mechanics have it add to the minimum critical damage, that implies that the maximum stays at +50%? What happens when you factor in SE then, which adds +30% critical minimum? Would it cap at +50% critical damage all the time, or would the cap be raised? Or does +x% critical minimum in fact raise your maximum as well?
Also, with the assumption that these skills only raise the minimum and 50% is the cap:
Night Lords: 1974%/s
With SE: 2065%/s
Bow Masters: 1916.7%/s
Corsairs: 2773.8%/s
With SE: 2857.1%/s
lolMarksmen: 1000%/s + 100k/s
Rather steep differences.
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Poor Marksmen in this update; unless Bowmen and Crossbowmen get a good multiplier like the other ranged classes.
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FrozNlite Wrote:Paul just told me about the multipliers. Can I get an for detrimental Magician multipliers? At least we can scroll our earrings for Wep ATT, I suppose 
You get a lot more Magic Attack from your equips than other classes get Weapon Attack. Your weapons add more and you can get Magic Attack from a lot of sources that Weapon Attack isn't available from, and Blessing adds twice as much Magic Attack. Hell, My 4th job DPS spreadsheet uses Magic Attack values of well over 300 for Mages, and that's under the current system where you're mostly scrolling for INT.
@50504724: Minimum damage is calculated based on the max damage, so that number works. Since when do Magicians have 78% mastery, though? I thought the base was 25%, not 28%. Or is there a 3% coming from something else?
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WayOfTime Wrote:Poor Marksmen in this update; unless Bowmen and Crossbowmen get a good multiplier like the other ranged classes.
Looking at 50504724's results, not really. It does make logical sense that they're lower than Gun and Claw because those two have relatively lower total weapon attack most of the time. The effect of Expert helps this, but in the end it's only what, 10 weapon attack difference since Corsairs have some buff that adds 20 that activates on attack? I've often seen that Corsairs have higher ranges than Bow Masters, and matching ranges with Marksmen, but maybe the funding is just way too different. The high base attack on the Bow/Crossbow is matched by the Gun plus Bullets more often than not. I mean, when we compare the Timeless Bow and Gun, the difference is 23 attack. Eternal Bullets are 20 attack, so in the end, the difference is 3.
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50504724 Wrote:only the red part have something error.
I assumed that it may have a special calculate order:
1) calculate the max Damage ,with the stat and weapon Multiplier.
2) round it.
3) multiply rounded Max Damage by mastery, and round it. That is Min Damage.
So 1430.348~1833.779 --> ? ~1834 --> 1834*0.78 ~ 1834 --> 1430.52 ~ 1834 --> 1431 ~ 1834
Makes sense to me:
Code: int* CalculateDamage(int weaponType, int primaryStat, int secondaryStat)
{
int maxDamage;
int minDamage;
maxDamage = (int) CalculateMaxDamage(weaponType, primaryStat, secondaryStat);
minDamage = CalculateMinDamage(maxDamage);
}
The max damage gets converted to an integer when returned from CalculateMaxDamage.
| Weapon Type | Multiplier |
|---|
| 1H Sword | 1.10 | | 1H Axe | 1.10 | | 1H BW | 1.10 | | Dagger | 1.30 (str + dex) | | Wand | 0.88 | | Staff | 0.88 | | 2H Sword | 1.28 | | 2H Axe | 1.26 | | 2H BW | 1.27 | | Spear | 1.49 | | Polearm | 1.49 | | Bow | 1.15 | | Crossbow | 1.35 | | Claw | 2.00 | | Knuckler | ??? | | Gun | 1.60 |
Only Knucklers left!
|