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They changed the values for some weapons between when we started testing and now:
| 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 | 1.29 | | 2H Axe | 1.27 | | 2H BW | 1.27 | | Spear | 1.49 | | Polearm | 1.49 | | Bow | 1.15 | | Crossbow | 1.35 | | Claw | 2.00 | | Knuckler | ??? | | Gun | 1.60 |
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This is a real damage boost to a lot of the classes, formulae alone; at level 124 (MM), my max damage is around ~3000 right now, with a total of 116 STR, 614 DEX, and 138 ATK. With these new updates, my new damage (Assuming the same stats) will be 3211~4792. This is quite a change.
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Dusk Wrote:@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?
Evan's passive skill? I've no idea.
WayOfTime Wrote:This is a real damage boost to a lot of the classes, formulae alone; at level 124 (MM), my max damage is around ~3000 right now, with a total of 116 STR, 614 DEX, and 138 ATK. With these new updates, my new damage (Assuming the same stats) will be 3211~4792. This is quite a change.
Mobs' def is also changed and some of them have a new property “PddRate”。。
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Is it possible that spears and polearms are 1.35*1.1 (1.485), and 2h weapons are 1.15*1.1 (1.265)? Just because 1h weapons and wand/staff are clearly multiples of 1.1.
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That certainly explains the weird numbers.
So could you instead rewrite each formula as n*1.1*(4*primary+secondary)*atk/100 ?
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Lyriall Wrote:Is it possible that spears and polearms are 1.35*1.1 (1.485), and 2h weapons are 1.15*1.1 (1.265)? Just because 1h weapons and wand/staff are clearly multiples of 1.1.
neally close but not exact...
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[imgspoiler=Brawler image; total attack is displayed]http://img714.imageshack.us/img714/364/39215929.png[/imgspoiler]
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Knuckles are 1.70 then, thanks =]
| 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 | 1.29 | | 2H Axe | 1.27 | | 2H BW | 1.27 | | Spear | 1.49 | | Polearm | 1.49 | | Bow | 1.15 | | Crossbow | 1.35 | | Claw | 2.00 | | Knuckler | 1.70 | | Gun | 1.60 |
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Takebacker Wrote:[imgspoiler=Brawler image; total attack is displayed]http://img714.imageshack.us/img714/364/39215929.png[/imgspoiler]
Off-topic: Eww. They made the inventory and equipment windows so awesome...but didn't do the same for the ability and skill windows. What the pomegranate is this? 
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the images for the fixed ability and skill windows are in the data, just not implemented.
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So is there a point in going str bandit now?
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Fiel Wrote:the images for the fixed ability and skill windows are in the data, just not implemented.
Did they slip into an extraction unnoticed somewhere? If not, can you post them?
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cleric1213 Wrote:So is there a point in going str bandit now?
Yes. Each point in STR is every bit as good as a point in DEX.
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cleric1213 Wrote:So is there a point in going str bandit now?
The real question is "So is there any point in going Luk bandit now?" due to the potential system + availability of shields in GMS.
Anyway, so now should we start work on figuring out criticals? I have no idea where to start.
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Fiel Wrote:Yes. Each point in STR is every bit as good as a point in DEX.
STR has always added as much damage as DEX for bandits. The only edge DEX had over STR was that it also added Accuracy and a little Avoidability (if I'm not mistaken) and all Thief Armour required DEX and not STR. So does STR do anything other than increase damage now?
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2010-06-26, 02:05 AM
(This post was last modified: 2010-06-26, 02:06 AM by twy123.)
Hanabira.Kage Wrote:Off-topic: Eww. They made the inventory and equipment windows so awesome...but didn't do the same for the ability and skill windows. What the pomegranate is this? 
Haven't got around to redesigning them ( Although I don't know why, seeing as nothing major was changed), or keeping them for nostalgia's sake OR to make their sleeker designs look good.
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Hanabira.Kage Wrote:STR has always added as much damage as DEX for bandits. The only edge DEX had over STR was that it also added Accuracy and a little Avoidability (if I'm not mistaken) and all Thief Armour required DEX and not STR. So does STR do anything other than increase damage now?
You need STR to equip daggers and Khanjars. But no, I'm not aware that it does anything to your avoid/accuracy/etc.
For testing critical damage, it'd probably be helpful if we could get a MM with max SE (and whatever else you can get that increases crit. min) to fire at Snails for a few minutes and make a vid.
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2010-06-26, 07:23 AM
(This post was last modified: 2010-06-26, 05:00 PM by Fiel.)
-- removed --
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In that case, we need a Gunslinger to get buffed with max SE and make a ~5 min video at Snails.
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Fiel Wrote:SKILLS WHICH INCREASE CRITICAL MINIMUM DAMAGE:
- Sharp Eyes
- Assassin Crit
- Critical Punch (Brawler)
- Critical Shot (Gunslinger)
- Thorns
SKILLS WHICH INCREASE THE CRITICAL CHANCE:
- Sharp Eyes
- Holy Focus (Priest passive skill)
- Bowman Crit
- Assassin Crit
- Critical Punch (Brawler)
- Stun Mastery (Brawler)
- Dice Roll (Brawler, Gunslinger)
- Critical Shot (Gunslinger)
- Thorns
Where does Judgement Dragon (Dragon Knight passive skill) stand in all this?
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