Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Blast's hidden 20% crit rate
#1
Does this crit rate of blast (which not alot of people know about:http://www.southperry.net/showthread.php...post546678 ) work on blast itself? hence bringing blast's crits to 70%?
Reply
#2
It's minimum critical damage.
Reply
#3
JoeTang Wrote:It's minimum critical damage.

ooooo my bad i miss read it. ~feels stupid~
So when it says it raises the minimum crit damage by 20%, what was the original minimum crit damage? 1.2x?
Reply
#4
sufian Wrote:ooooo my bad i miss read it. ~feels stupid~
So when it says it raises the minimum crit damage by 20%, what was the original minimum crit damage? 1.2x?

Yes.
Reply
#5
so, just to clarify, it ups the minimum crit damage from 1.2 to 1.4?
Reply
#6
Yeah, 1.41 really. It's the same as the chance to ignore def (21%) at level 32.

[Image: FFixb.jpg]
Reply
#7
Should report this bug to Nexon and have it removed. It's unfair to other classes that don't have hidden bonuses on their skills.
Reply
#8
It would be easier to fix the description... and go ahead and fix Heaven's Hammer, Divine Charge, Divine Shield, Ice Charge, Lightning Charge, Fire Charge, Magic Crash, HP Recovery, and Power Guard's descriptions while you're at it.

It's just a fact that skill descriptions don't tell the whole story.
Reply
#9
Stereo Wrote:It would be easier to fix the description... and go ahead and fix Heaven's Hammer, Divine Charge, Divine Shield, Ice Charge, Lightning Charge, Fire Charge, Magic Crash, HP Recovery, and Power Guard's descriptions while you're at it.

It's just a fact that skill descriptions don't tell the whole story.

meanwhile, in the drk section... nobody says a thing...
Reply
#10
Stereo Wrote:It would be easier to fix the description... and go ahead and fix Heaven's Hammer, Divine Charge, Divine Shield, Ice Charge, Lightning Charge, Fire Charge, Magic Crash, HP Recovery, and Power Guard's descriptions while you're at it.

It's just a fact that skill descriptions don't tell the whole story.

Wait, I know about Magic Crash and Heaven's Hammer not explaining themselves to the fullest, but what do the others do that the descriptions fail to cover?

ShinkuDragon Wrote:meanwhile, in the drk section... nobody says a thing...

Well to be fair, this thread is about Paladins, but you do have a point.
Reply
#11
Divine Shield: "absorbs damage" should be "absorbs physical damage". It can't protect against magic.
Divine, Ice, Lightning, Fire Charge: "Deactivates [...] when Charged Blow is used." Should just be cut from the description, it's not true.
HP Recovery: "Instantly" is wrong, it has a normal cast time, unlike potions.
Power Guard: Works half as well on bosses, which is completely not mentioned. Reduces knockback distance, which is completely not mentioned.
+ for people who don't already know
Heaven's Hammer: "Damage: 1400%" is completely from nowhere. The skill never does percent damage. "Leaves enemies with 1 hp" is more accurate, but only true if they have less than 1000001 HP.
Magic Crash: "cancel all enemy buffs and prevent them casting new buffs". Many buffs can't be canceled, and some can't be blocked either.
+ things that could be clearer
Guardian: "all attribute attacks" means "all elemental attacks".
HP Boost: "permanently increase max HP" means "passive buff to max HP".
Charged Blow: "Using Charged Blow does not deactivate the skill". Should just be deleted along with the bit in the charges.
Reply
#12
which buffs can't be blocked from casting? o-o
~still has lots to learn about my class~
Reply
#13
Stereo Wrote:Divine Shield: "absorbs damage" should be "absorbs physical damage". It can't protect against magic.
Divine, Ice, Lightning, Fire Charge: "Deactivates [...] when Charged Blow is used." Should just be cut from the description, it's not true.
HP Recovery: "Instantly" is wrong, it has a normal cast time, unlike potions.
Power Guard: Works half as well on bosses, which is completely not mentioned. Reduces knockback distance, which is completely not mentioned.
+ for people who don't already know
Heaven's Hammer: "Damage: 1400%" is completely from nowhere. The skill never does percent damage. "Leaves enemies with 1 hp" is more accurate, but only true if they have less than 1000001 HP.
Magic Crash: "cancel all enemy buffs and prevent them casting new buffs". Many buffs can't be canceled, and some can't be blocked either.
+ things that could be clearer
Guardian: "all attribute attacks" means "all elemental attacks".
HP Boost: "permanently increase max HP" means "passive buff to max HP".

crash is more of a "general" skill, but it can block anything as far as i know o.O what doesn't it block? i know it can dispel buff ups, except super def/mdef up and reflect, but i haven't fought anything that couldn't be blocked.
Reply
#14
Stereo Wrote:-snip-

Oh wow, I forgot all about that bit with the charges and power guard. I'm so used to Power Guard being up at all times that I stopped noticing that KB reduction thing.
Reply
#15
Maybe I'm just mis-seeing when the boss casts the buff ups. Papulatus's temp. invincibility comes to mind, but I haven't tested that in a while.
Reply
#16
Stereo Wrote:Divine Shield: "absorbs damage" should be "absorbs physical damage". It can't protect against magic.

Didn't they fix this in Jump!, where DS now blocks all damaging attacks as well as giving you the 1.5sec invincibility?
Reply
#17
Actually, as long as we're discussing Blast and its criticals, does anyone here know what it is that causes Blast's crits to come out as the exact same number every single time against boss monsters. Also, most monsters outside of Victoria Island seem to get hit for the same numbers on the first 2 critical hits of Blast but not the third one. No matter how I try to explain it by running through the damage formulas, I can never figure it out.
Reply
#18
I hope so :x DS is much worse than it was when BB came out.


The damage thing is probably cause Nexon's random numbers aren't meant for critical attacks with multiple hits... they roll through a fixed set of random numbers, then repeat when they get to the end. So basically that comes out to each attack coincidentally starting from the same spot, thus generating the exact same damage. You can see it, though not as big a problem, on Bandits and other classes that can do 5-6 hits, in that later hits will sometimes do exactly the same damage as early ones.

The things the numbers are used for are something like
- mastery
- does it crit?
-- if so, what % crit?
- does Blast 1hko? (not that it can 1hko bosses)
- ignore defense? I'm not sure what the 5th random number goes to. Maybe it's the reason for some monsters only getting 2, others getting 3 hits.
If the first hit crits, then it uses the exact number of randoms so that it ends up back there again on the second attack.


 3 different crits at Jr. Pepes
 2 same crits at Separated Dark Yetis
 3 same crits at Crockies
Reply
#19
Sorien Wrote:Actually, as long as we're discussing Blast and its criticals, does anyone here know what it is that causes Blast's crits to come out as the exact same number every single time against boss monsters. Also, most monsters outside of Victoria Island seem to get hit for the same numbers on the first 2 critical hits of Blast but not the third one. No matter how I try to explain it by running through the damage formulas, I can never figure it out.

so far, i believe the only explanation is "magic" something is messed up with the RNG and blast, probably like something is messed up with 4-hit techniques like soul driver, or accuracy problems where the damage is the same.
Reply
#20
ShinkuDragon Wrote:so far, i believe the only explanation is "magic" something is messed up with the RNG and blast, probably like something is messed up with 4-hit techniques like soul driver, or accuracy problems where the damage is the same.

Well, I hope they fix it soon because it really bugs the crap out of me. Seriously, I've been playing my Paladin a lot less than I would normally because of this glitch.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)