Actually, this would level off fairly quickly with the square root bit of the formula, though the main issue being is that it's too easy to get accuracy right now without scrolling for accuracy or adding into DEX. Oblivion mobs have, I think, 225 avoid which means you need at least that much accuracy to hit 100% at their level. With 120 accuracy from mastery in Chaos, this definitely isn't a challenge. I'm not suggesting making accuracy harder to obtain, but at least figure out something to make it work. Archers can easily amass 1,000 accuracy into the 4th job, and the highest required accuracy is 625 (for Pink Bean). They could at least get some sort of gain. By the formula, they would have an extra 6% chance to hit if it didn't level it off at 100%.
Would any of the ladies and gentlemen of Southperry happen to know the new weapon multipliers post-Chaos?
I'm curious to see the changes to claws and the supposed change to the TT formula.
Thanks a lot Fiel, you are great.
Can someone please help me with this?
Bow:
1.2 multiplier * (4*DEX + STR) * (Attack/100)
First of all, some basic questions:
My bow is 142 att and has a potential bonus of 9% att. Does this 9% apply to my bow only? Or to my total from all of my equips/buffs/pots?
It also gives 6% dmg, does this apply last? (I'm going to assume it applies last, correct me if this is wrong)
Is the %dmg bonus included in the damage range shown in the stat window? (Again, I'm going to assume it does)
Okay, so I have currently:
670 TOTAL dex (what it shows in the stat window. (base + equip bonuses + potential bonuses))
109 total str
and
[1] (142+9%) bow + 15 other equips + 4 red arrows = (142*1.09) + 19 = 174 attack
OR
[2] (142 bow + 15 other equips + 4 red arrows)+9% = (161)*1.09 = 175 attack
I swear these are my totals, I went through all of my equips twice, no hidden attack bonuses
So, my max damage should be:
[1] 1.2 * ((4*670) + 109) * (174/100) = 5823
5823 * 1.06 = 6173 (from +6% damage) <-- not sure if this applies
OR
[2] 1.2 * ((4*670) + 109) * (175/100) = 5857
5857 * 1.06 = 6208 (from +6% damage)
And with max bow mastery (I'm lvl 114, so I don't have bow expert or any other 4th job skills that give attack bonuses), my damage range should be (15% + 50% = 65% mastery):
[1] 4012 ~ 6173
OR
[2] 4035 ~ 6208
Neither of these values match the damage range shown in my stat window:
4373 ~ 6727
Why?
I'm trying to make dps tables for my own reasons with 4th job skills, so this is important.
Thanks! Any help would be appreciated.
May I ask if the minimum MP to wash for HP for Wildhunter is bowman? (referring to fiel minimum mp calculator)
^^ pls ignore ^^ I found it, I didn't realize I have to scroll down more in the calculator. Thanks
guys two question...
1.- How the lvl 120 cygnus bless works??? I want to see an screenshot of a lvl 120 cygnus hitting a lvl 140+ mob with the buff...
2.- And about the accuraccy formula en Chaos, how it works in fact? i know the part of the 2%, but I heard if you have a lot of more accuraccy that 2 % can be down I am worng??
Was the damage formula for claws changed at all?
*for Chaos, from BB
hi
has the accuracy system changed from waht is listed in the opening post?
I checked my warrior which is dexless, and its level 44 with 354 accuracy. dex about 30 with equipments. 120 accuracy from mastery.Physical Accuracy = LUK + (DEX * 1.2)
I heard somewhere that STR adds 0.5 accuracy per point. Is that true?
I figure it's fine to post this question here since the thread is stickied even though the last real post hasn't been for awhile.
Is there an updated mob damage calculator/formula? I was testing the number I was getting against actual monsters in maple, and the highest damage given by the calculator was very low. Mobs were hitting me for far more than the given value. I don't know when they changed this but I'm curious as to how it' calculated now. Thanks.
Player avoid somewhere somehow changed, at least in EMS.
No character cards are active.
With flaming katana:
Spoiler
Without flaming katana:
Spoiler
As you can see, without flaming katana, the player avoid drops by one, although the flaming katana only adds INT and STR.
Also, I can't figure out my normal w.avoid with the current formula.
W.Avoid = DEX+LUK*2+avoid from items
31 dex, 29 luk, 50 avoid on medal, 30 avoid on glasses, 30 avoid on goddess ring, 5 avoid on evol ring, 50 avoid on shoulder, 50 avoid on duke ring, 50 avoid from duke set + 24 from blessing.
Should give 31+29*2+50+30+30+5+50+50+50+24 = 409. I got less.
When I unequip everything that gives avoid except glasses (curse you inventory space), I have 85 w.avoid, while I should have 11+9*2+30+24 = 83.
Picture of this setting in spoiler
Spoiler
Something strange is going on.
Last edited by kruimel0; 2013-01-20 at 08:58 AM. Reason: Added picture
Is the fan multiplier 1.0 like other magician weapons?
I'm getting 1.35
I also suspect that all the mage weapons have a multiplier of 0 and that the mage classes just use ClassMultiplier X Atk / 100 * (4*Int+Luk) regardless of their weapon (sword, dagger, w/e).
If this is true ClassMultiplier is 1.20 for explorer mage 1.00 for Evan and probably 1.00 BaM & Blaze Wizard 1.20 Lumi 1.35 Kanna.
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