Yay, more replies.
Uhhh. JT, maybe I should just change it to "Combo Attack % + Advanced Combo % + 5% * orbs 2-5 + 4 * orbs 6-10". That bit of code you quoted is from your calculator, right? The intent here is different, so it's better to just take directly from the skill description. (Even though the official skill description is kumquats.)
As for the Phoenix/Frostprey... yeah, I realized that as well. I've been too lazy to change it.
Damage DC limit is 200k now, I believe.
On the topic of the limiters...
We know that 1-correction is applied after attack multipliers (260% for PS, etc) since we don't deal 2 damage minimum with PS.
We also know that it comes before certain other multipliers, such as Piercing, SBFA, and such (since they go out of that range) but not elements, charges, Amp, Combo (since they're capped at 99999).
I notice a pattern. Charges, Amp, and Combo are all unconditional multipliers. They affect everything they... affect, only once, in the same way. (Combo finishers don't count, since orbs actually serve two functions, only one of them being the Combo multiplier.)
Piercing and Arrow Bomb are conditional. They only apply to certain hits that must be 'tagged' in some way, and they may be applied repeatedly if needed (in the case for IA/Pierce).
I used to believe that Heal's mob multiplier fit in the 'conditional' category. Probably because I remember dealing 'MISS' and not 1 on Zmush on my first cleric, a long time ago. This time through, I've never seen a single MISS on them at level 30 with no extra INT/LUK (proving two things - one, my first cleric would not have had an accuracy problem, and two, 1-correction does apply since my Heal damage range would go MISS on their magic defense). So it's probably unconditional... which makes sense now that I think of it since it's not exponential and it's applied to all hits equally.
Uhhh. JT, maybe I should just change it to "Combo Attack % + Advanced Combo % + 5% * orbs 2-5 + 4 * orbs 6-10". That bit of code you quoted is from your calculator, right? The intent here is different, so it's better to just take directly from the skill description. (Even though the official skill description is kumquats.)
As for the Phoenix/Frostprey... yeah, I realized that as well. I've been too lazy to change it.
Damage DC limit is 200k now, I believe.
On the topic of the limiters...
We know that 1-correction is applied after attack multipliers (260% for PS, etc) since we don't deal 2 damage minimum with PS.
We also know that it comes before certain other multipliers, such as Piercing, SBFA, and such (since they go out of that range) but not elements, charges, Amp, Combo (since they're capped at 99999).
I notice a pattern. Charges, Amp, and Combo are all unconditional multipliers. They affect everything they... affect, only once, in the same way. (Combo finishers don't count, since orbs actually serve two functions, only one of them being the Combo multiplier.)
Piercing and Arrow Bomb are conditional. They only apply to certain hits that must be 'tagged' in some way, and they may be applied repeatedly if needed (in the case for IA/Pierce).
I used to believe that Heal's mob multiplier fit in the 'conditional' category. Probably because I remember dealing 'MISS' and not 1 on Zmush on my first cleric, a long time ago. This time through, I've never seen a single MISS on them at level 30 with no extra INT/LUK (proving two things - one, my first cleric would not have had an accuracy problem, and two, 1-correction does apply since my Heal damage range would go MISS on their magic defense). So it's probably unconditional... which makes sense now that I think of it since it's not exponential and it's applied to all hits equally.

