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GMST Class Testing
#81
The only way I can account for those numbers is if they're lit weak, but the data doesn't say that anywhere.

6373 max damage * 640% = 40787 * 0.9 (MDRate) = 36708 * 1.5 (lol multiplier?) = 55062 max damage * 0.75 (min damage multiplier) = 41297 ~ 55062 on the first hit
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#82
Fiel Wrote:The only way I can account for those numbers is if they're lit weak, but the data doesn't say that anywhere.

6373 max damage * 640% = 40787 * 0.9 (MDRate) = 36708 * 1.5 (lol multiplier?) = 55062 max damage * 0.75 (min damage multiplier) = 41297 ~ 55062 on the first hit

What about Amp?
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#83
I had thought Amp was already included in the damage range, but that makes sense too. Lemme do more calculations to see the drop.

EDIT: 10% damage drop works. It also makes sense due to a hidden variable in the WZ files. The second image having 49048 as the second mob damage helps.

Keep training on wolf spiders and check the third hit. If the third hit goes below 33450 then it's subtracted (100% --> 90% --> 80%). If it's multiplication then it will stay above 33450 (100% --> 90% --> 81%). Try to get as close to 33037 as you can. Knowing this will give us clues for other class's skills, like I think Evan has a chained hit too.
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#84
Looks like tapped Big Bang is still about 10% damage. What's the charge time?

Fiel Wrote:@JoeTang

Why not spend those points elsewhere and just wait for DPulse instead?

The only other option to spend points is to max the first job skill you didn't get in first job. And then you have maxed Arrow Blow and Double Shot to get to 12x to get Dragon Breath instead of Power Knock-back and whichever skill.


Chakra appears to still have the same healing formula.
Pick Pocket, I honestly don't think it matters. I'm 5/180/5/485 and Level 10 Pick Pocket appears to drop around 29~53 Mesos. Level 1 appears to drop 10~15. Level 5 drops around 16~40.
Definitely does not appear to be a linear scale in terms of level.
Meso Explosion appears to do its damage range for a value of mesos, and then each additional bag adds another hit. At level 3, I can only explode 6 bags at a time.

Dark Flare reflects damage based on the damage you take, not your range. Its randomness is probably just based on the attack range of the monster as opposed to the actual number you take.
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#85
Fiel Wrote:No need to test out DoT. It's very easy to calculate. It's based off of max damage.

Level 10 Ice Demon = 60 DoT = 6373 * 0.6 = 3823
Level 10 Blizzard = 125 DoT = 6373 * 1.25 = 7966.25

And for the last screenshot, DoTs can stack.

The interesting part is the level 10 blizzard which shows up 1 damage higher. So I guess it takes the standard damage without rounding then multiplies it by DoT and floors it.

The really sad thing is that this makes lolFP very weak. Poison Mist (3rd job one, right?) has a max DoT of 160. Considering a 3rd job F/Ps damage range around that time, this turns Mist from god tier from levels 120+ and being able to mist two channels at once to being total crap tier. Never have I seen a bigger nerfing of a skill. The only way I could hope that this is remedied is by allowing that skill to stack multiple times on its own.

While you are in NLC or if you happen to return, a question above inspired this one: Is Meditation a "smart buff," perhaps you could try one of those 20M.ATT pots from NLC?

This ice-on-ice DoT stacking was surprising to me, time to check out the SP tables and work on distributions again... With this new knowledge in hand, I am curious what a Meteor/FD/Para/Comp/Mist/PB DoT would look like, perhaps if cast times were not an issue as reported in the thread in the Magician section, as a whole it can be formidable? Of course this hinges on the poision DoT cancellation of a spammed Paralyze as reported earlier not cancelling out all of the poison DoT, but given the component characteristics of DoT witnessed thus far, maybe only Para's DoT portion is cancelled.

10% reduction through mobs (multiplicative or additive) is much better than I had guessed it would be. I thought the Evan's Blaze was recreated as a splash-like attack rather than a CL-style attack, well if it is like CL I hope for Evans that it is multiplicative.
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#86
Blast's 12% chance to ignore DEF is buggering with my ability to test damage stuff...

Max crit, holy target, dual charged - 43600
Max crit, holy target, just holy - 41500

In both cases I have base range up to 6508 - 20 Lightning - 13 Blast - 12 Divine Charge - I'm attacking Klocks and Dark Klocks.

If they do have 10% def, I should see up to 41800 with holy alone - which fits. But then what is Blast's 12% ignore def doing?



Guardian also mentions % reduction in attack... which I haven't been able to test yet (everything does 1 touch damage to me) :\
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#87
Just use Power Strike then?
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#88
I'm working on a hero but the lag is so bad that is hard to get the dark crystals
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#89
Dark Flare operates as a summoned mob in the data. When it attacks, it deals damage to one enemy in this range

Picketpocket has a hidden variable - x = 100 + 10 * x
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#90
Bloody hell. Meso Explosion doesn't do (significantly) more damage based on Meso count. 10 Meso coins does just as much as 50k bags.
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#91
JoeTang Wrote:Bloody hell. Meso Explosion doesn't do (significantly) more damage based on Meso count. 10 Meso coins does just as much as 50k bags.

It's to make pickpocket useful and more balanced.
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#92
Locked Wrote:It's to make pickpocket useful and more balanced.

Definitely great change.

Dark Flare reflects damage exactly from the damage taken. If you use Meso Guard, it uses the damage that you would have taken if you did not have it on. If the monster misses, Dark Flare will miss. Dark Flare does not draw aggro. If you get hit while in Chakra, you will still do less damage because of the damage reduction.
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#93
Ah nvm. Misread.
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#94
Meso Explosion is based off your damage range, and the amount of crap on the floor to deal the number of hits. It can critical, but will not show red numbers from what I see.
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#95
Fiel Wrote:Picketpocket has a hidden variable - x = 100 + 10 * x

Any idea what that does?

Also, OP is wrong. IGN is Read without an S and it's a Shadower ;p
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#96
Counter damage

This is from the executable file:

v10 = v8 + CRand32__Random(&v11) % v9 - (signed int)v9 / 2;

v8 and v9 are from the MobStat class.
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#97
Is it true that Sacrifice doesn't ignore the PDrate of bosses =(
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#98
denieru7 Wrote:Is it true that Sacrifice doesn't ignore the PDrate of bosses =(

From the looks of this:
Liteness Wrote:drk vs BF
 Spoiler


It seems:

Kalovale Wrote:Highest clearly seen Sacrifice: 158118 (noncrit) -> 14321 max range
Bigfoot's PDR = 25
14321*0.75 = 10740
Highest clearly seen Crusher: 25174 (noncrit) -> 10850 max range
Compare 10740 and 10850.
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#99
Thanks Kalovale, but I'm still a little confused - is this the conclusion I was meant to draw?

Including PDrate, it would have done 10740.
Ignoring PDrate, it would have done 14321.

It did 14321.

Thus it ignores PDrate?

I have a feeling I'm very wrong haha.
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denieru7 Wrote:Thanks Kalovale, but I'm still a little confused - is this the conclusion I was meant to draw?

Including PDrate, it would have done 10740.
Ignoring PDrate, it would have done 14321.

It did 14321.

Thus it ignores PDrate?

I have a feeling I'm very wrong haha.

Yes. We're sure to agree that Crusher does only 75% its potential on Bigfoot, so from what we see, the highest Crusher (25174) would be doing 25174/0.75 = 33565 at its max potential, which implies a max damage range of: (33565/1.45)/1.6 = 14467.
Now, supposing Sacrifice does ignore Bigfoot's 25% PDR, using the range above: 14467*1.6*6.9 = 159715 (while in fact the highest number was 158118)
The two numbers are close enough, at least to me. If Sacrifice did not ignore Bigfoot's 25% PDR, the higest observed would've been 159715*0.75 = 119786. It's too low.

Only problem is, does Bigfoot still have its Boss tag? Or I'm missing something like an Improved Fundamental that boosts Sacrifice's damage, which isn't likely.
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