2012-02-18, 04:34 AM
goddamit guys, didn't even let me answer, and i wanted to go more into details about buffs and whatnot, anyways, so that it doesn't go to waste:
a few examples of what i wanted to discuss was how, for example, even though berzerk is 60% damage, it stacks multiplicatively with %total damage and %boss damage, making the formula something like range*zerk*(total+boss %)
and that dark aura, even though it says "20% damage" is actually 20% attack and stacks additively with %attack from stuff like echo or potential.
Quote:ok, while i look for my old copy pasta that explained this, i'll lie down the basics, the following is the damage formula (gonna use warrior/dark knight for this 1.49 PA multiplier), using 6% attack/damage for the examples.:
1.49*attk*(dex + str*4)/100
%attack is applied to your total attack, this means that my 35 attack buff from hex of the beholder, that apple i'm using, the cygnus +24attk buff, the attack on my gloves/shoes/weapons, they all add together before being increased by 6%, so you could say the formula looks like this:
1.49*(attk*1.06)*(dex + str*4)/100
now, damage% on the other hand, multiplies your whole range by 6%, so the formula would look like this:
1.06* [1.49*attk*(dex + str*4)/100]
you should be able to notice something right? if you remove the parenthesis, both formulas end up being equal, this is why i say that %dmg=%attk, formula wise, they do the same thing in the end.
the small difference comes from when the game rounds down, in the case of attack, it gets rounded down before being put in the formula, say you had 165 total attack before applying 6% attack, it would become: 165*1.06=174.9
this gets rounded down to 174, then applied into the formula, effectively making you lose 0.9 attack
let's look at both examples of dmg or attk, using 165 as your base attk, and (dex + str*4)/100 equaling 200.
%attk:
1.49*([165*1.06]round down)*(dex + str*4)/100
1.49*(174.9 round down)*200
1.49*174*200
51852
now with % damage, it gets rounded at the very end of the formula, looking like this:
%dmg:
1.06* [1.49*attk*(dex + str*4)/100]
1.06*[1.49*165*200]
1.06*49170
52120.2 (round down)
52120
as you can see, in the case of %dmg, since the rounding occurs much later, the impact on the final damage is much less, in this example we lost 0.9 w.attk because of the rounding, however, this number varies depending on your current attack and %attk, it can go from 0 to 0.99 (if it were 1, it wouldn't round down.)
the bolded numbers are what your range window will indicate as you know %damage doesn't display on your "range" while %attack does.
now, any part you want me to explain in more detail? while i look to see if i still have the copy pasta.
a few examples of what i wanted to discuss was how, for example, even though berzerk is 60% damage, it stacks multiplicatively with %total damage and %boss damage, making the formula something like range*zerk*(total+boss %)
and that dark aura, even though it says "20% damage" is actually 20% attack and stacks additively with %attack from stuff like echo or potential.


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