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  1. Default New Formulas Simplified


    First of all, I'd like to thank the community for figuring the damage calculations out. I'm creating this topic for the inevitable day in which this comes to GMS.

    Damage Formulas for Post-1.2.318 KMST

    If you don't want to see any of the specifics for calculations, just jump to the third spoiler.

    Defining the equation

    Using the equation

    Damage Formula Cheat Sheet
    Last edited by Fiel; 2010-07-15 at 05:22 PM.

  2. Default


    so do both stats equally contribute to dmg output now or am I reading something wrong (just woke up)

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    Primary stat gives four times more damage than secondary stat in all equations.


  4. Default


    So basically, most classes now get much more consistent damage, and there's even slightly more weight placed on the main stat now aside from possibly spears, polearms, and knuckles.

  5. Orbital Bee Cannon
    IGN: GatlingPunch
    Server: Bellocan
    Level: 200
    Job: Gear 2nd Pirate
    Guild: Virtues
    Alliance: NARs

    Default


    Posting not only to say thanks for your contributions Fiel, but also using the new formula post-haste to see what the new damage range for my Pirate is going to be.

    Based on this SS for STR and DEX: http://i140.photobucket.com/albums/r.../Maple2644.jpg
    I have 830 STR and 148 DEX. Weapon is 101, gloves are 17 attack, Witch Belt is I believe 5 attack. PAC is 6. Blessing is 11. Total weapon attack then is 140. Current range in SS is 3,127~5,619. Okay, time to plug and chug.

    Max range: 1.70*(4 * 830 + 148 ) * (141 / 100) = ~8,253
    Min range: ~8,253 * (20+50=70% mastery) = ~5,777

    wt.fboom.gif

    Good grief! This is a massive damage increase for me, and that range is clean too. Can other classes compare their ranges with the new formula? This is batpomegranate insane.






    Hang on, gonna do Stereo's range now. http://img269.imageshack.us/img269/592/maple4304.jpg
    Total attack is: 171

    Max range: 1.27*(4 * 796 + 96) * (171 / 100) = ~7,123
    Min range: ~7,123 * 0.7 = ~4,986

    Compared to her SSed range of 2663~6697.

    ./Faint massive damage buffs all around!









    *Wait, one more for the heck of it. Let's see how this formula affects the broken Claw formula.

    SS: http://i288.photobucket.com/albums/l.../1849-3193.png
    Range is 1,849~3,193 under old formula. Attack is 109. Hermit is only 112.

    New max damage range: 2.00*(4 * 584 + 157) * (109 / 100) = ~5,434
    New min damage range: ~5,434 * 0.65 = ~3,532

    At Assassins: What is this I don't even.

  6. Default


    Looks like mages should really consider getting enough luk to equip high level staffs/wands now since LUK is also good for damage.

    Though the level 130 ewands should still be better than getting 163 luk for the estaff.

    Mage shields suddenly become awesome and some mage shoes with magic attack are suddenly facestompers ^^

    Also, the level 200 medal is finally good too.

    yay for no more disparition between watk and matk!

  7. Default


    Was blessing changed at all? If not then using my 180 Archmage in its current state as a test (279 total Matk, 1069 INT, 174 LUK with MW and Medi), that'd give a max of:

    0.88 x (4 x 1069 + 174) x (279/100) = 10926 Max rounded.
    0.25 x 10926 = 2732 Min rounded.

    Assuming I somehow manage to max mastery, that's +50&#37; on the base minimum and +10 Matk (google translate was unclear on this, it called it "horsepower", correct me if this is wrong <_<) which'd give a Max of 11317 rounded and a mastery of 75% (base of 25% + 50% off mastery) which'd give a Min of 8488 rounded.

    Applying the latter range 8488 ~ 11317 to CL (what's supposed to be our main attack) as of v.21 (700% CL, 130% Amp) that'd be:

    8488 x 7 x 1.3 = 77241 rounded on neutral.
    8488 x 7 x 1.3 x 1.25 = 96551 rounded on neutral given elemental weapon (1.25x multiplier, gMS).
    11317 x 7 x 1.3 = 102985 rounded on neutral.
    11317 x 7 x 1.3 x 1.25 = 128731 rounded on neutral given elemental weapon (1.25x multiplier, gMS).

    On lightning weak this'd be 115861 ~ 154477 respectively and 144827 ~ 193096 given Elemental weapons (2-3hkoing Chief Oblivion Guards even with their new 390k HP). And all this is without the aid of the potential system.

    From here these numbers don't sound that bad at all, but I have no idea how it'll actually play out in-game. Again, correct me if I did anything wrong.

  8. Default


    I dunno, 33 MA will probably be worth more than ~100 int. With a 104 base luk, plus equips (zhelm=15, MoN(in GMS)=5, black belt = 5, medal= 2, total= 27) makes 131 luk, plus lvl 120 equip's luk and &#37; increase from potential'd equips would probably be about 165 luk. Not to mention higher level equips have better potential scroll stats, so a luk mage could easily out damage a lukless now. Plus, the new accuracy formula, which relies on luk mote than int.

    My range:

    .88(4*669+135)*164/100=4,057*.75=3043

    So 3,043~4,057 range. That means my DPS would be (3043+4057)/2=3550*1.3*1.25=5769*7*88/60= 59,226 at level 135 (if I had max CL)

    Edit: Using the numbers of Beg above, using an elemental weapon, the DPS for him would be (96,551+128,731)/2*88/60 = 165,207. Wow.

    Also, Beg, what base luk and equips do you have on that AM?

  9. Default


    Base LUK is 81, total LUK is 161 (so +80 off equips) without MW19, 174 with (+5 off the Estaff 8 that needs MW to equip currently). Base INT is 831, total INT is 966 (so +135 off equips) without MW19, 1067 with (+18 off EStaff 8). Kind of average in terms of current gMS standards at such levels given the current Matk system and how it favours LUKless mages.

    Dependant on how further balances go (L> LOLFP boosts) and how these figures compare to other classes damage output Archmages (of any AP build) might actually become considerable (definitely not the best but comparable enough to make a difference) attackers in the new world order of Maplestory 2.0 assuming these formulae/figures are even correct. Nexon are heading sort of in the right direction I think, nothing stopping them from doing an about turn and putting on their finest coolface though.

  10. Default


    Thanks for making this thread fiel, after the math my upgrade would be from: 2846 ~ 5141 (based on a screenshot from last level) to 5165 ~ 7378. I'm happy =)

  11. Self-titled badass
    IGN: Gambiarra
    Server: Culverin
    Level: 131
    Job: Dark Knight
    Guild: Century
    Alliance: Foreigners
    usa

    Default


    Hmm, plugging int these numbers that I got from a SS I posted earlier, and a little memory of me upgrading my equips, it seems my range is going up.

    1.49 * (4 * 935 + 83) * (146/100) = 8,316.5542

    And directly multiplying that by .83 which will be my mastery when the patch hits I get 6,902.73999 as my min. Currently, my max damage is ~7500. Sweet upgrade :D.

    This is assuming, of course, I'll actually be able to hit stuff as a DEXless Aran, which is probably not a good assumption.

  12. Default


    So no more Stab/Slash nonsense?

    Awesome =O

    Also since the old multiplier was 4 for 1-hand sword. I guess my overall max dmg would increase by 1.1.

  13. Default


    A little more than 1.1 since that multiplier also affects DEX.

  14. Default


    According to some of the numbers in the other thread, Evans may have 78&#37; mastery when Mastery is maxed. Not sure how that happens.

  15. Default


    Sweet, my range will almost double.

    But does this mean that ranged classes will have significantly higher damage ranges than Warriors? Or is the difference in the multiplier supposed to balance the difference in attack on weapons?

  16. Default


    Yes, and only a little.

  17. Default


    Hah, I was about to say the same.
    Suddenly the lower &#37; damage on certain skills don't bother me as much anymore :)

    And correct me if I'm wrong, but it looks like Night Lords will have the highest attack ranges in the game now.

  18. ~Thrust Into It~ Straight Male
    IGN: Sn1perel1te
    Server: Bellocan
    Level: 152
    Job: Old School BM
    Guild: EbonSol
    Alliance: In One
    California

    Default


    My max range came out to be 1.15 * (3136) * (1.46) = 5265

    a_@ my current range is 3919.........im floored.

  19. Default


    Though these increases seem rather insane, the HP of most monsters increased on quite a large scale as well...I'm wondering how this pairs up against the HP increase... Though with the new exp curve, I suppose it doesn't really matter either way. Thanks again Fiel and everyone else who's contributed a lot towards this cheat sheet.

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