That's what we want to do next..
Post another data : DualBlade
Stat: Luk 373, str+dex 152, Watt 142, Damage 2125~3035.
Dagger: 90 atk
Blade: 20 atk
Mastery: 70%(when dual-Blade, 20% else)
attack green snails with normal attack, here's the damage range:
Dagger:1581~2228
Blade:347~495
while snails have no PDDamage but 10% PDRate.
So how the number comes?
Dagger: 90/(90+20) * (373*4+150)*142/100 = 1738.12~2483.04
Blade: 20/(90+20) * (373*4+150)*142/100 = 386.25~551.79
multiply by 90%:
Dagger: 1564.3~2234.7
Blade: 347.6~496.6
further more, how we calculate the damage with both mob PDD and PDR?
In details, when base damage is calculated that could be 100.3~200.6, and displayed 101~201 on the Stat panel
can we attack the mob with 100 or 201 damage really?
Supposed that mobs have no PDD or PDR
Let's see, drk
980, 63, 201
9975 old max
11928 new max
unbuffed
Not exactly blowing me away like other classes, but meh.
Didn't do min since I couldn't remember if there was an indeed a nerf on mastery for drks under the new system. I believe it was 10% instead of 20% but couldn't remember off-hand.
Someone said something about no penalty for slash/stab earlier, any truth to this or are these just abbreviated calcs for ideal situations?
Wow, I ran the numbers earlier for my NL and was still amazed, and now I realize that I forgot to add the attack from my stars. :O
My current maximum range with a 20 attack pot is 70xx. (not online atm so I don't know precisely)
Plug in the new numbers...
2.00 * (4 * 1043 + 165) * (178/100) = 15,439....... Wow. yessir please and thank you.
Plug that into TT[15,439 * 2.6] (assuming TT's begins using the range formula), and thats 40,143 damage non-crit. Plug in crit[15,439 * (2.6 + 1.5)] on top of that... 63,299 damage maximum TT damage critical, and thats with 1 star and no external buffs.
Now unless I'm doing something completely wrong, the highest critical damage from a single hit of the new avenger[15,439 * (5.3 + 1.5)] would be 104, 985 damage. Single target, not including Shadow Partner. w.t.f.
EDIT: K so I guess we don't know Crits yet. My non-crits should still stand though - if that formula can apply to TT as well.
No one knows how crits work yet. They affect minimum damage and maximum damage differently.
Oh, I forgot a couple of things. Summon + the new Infinity + the new buff time increase skill (to go with Infinity). As I'm unsure whether multipliers on the character affect summons now, so I'll assume they don't; also will be assuming all skills used are maxed. All values are rounded to the nearest integer unless otherwise stated. Crit is ignored as I am uncertain of how they work post-revamp and Archmages have a terrible crit rate in anycase by the looks of things. Using the CL only 1v1 DPS value done by Kabanaw of 165,207 and the projected range of 8,488 ~ 11,317 from my OP, average DPS on neutral should be:
CL damage over 3 minutes = 165,207 x 180 = 29,737,260
Summon damage over 3 minutes = (8,488 x 3.3 + 11,317 x 3.3)/2 x 19.8 x 3 = 1,941,088
Infinity has a cooldown of 3 minutes and lasts for 60 seconds with the new buff time increase skill that adds +50% buff duration. as well as regenerating HP/MP it adds +10% damage (a 1.1x multiplier I'm assuming). On average this can only be used 1/3 of the time so that decreases the damage bonus from this skill to uh, 3.333...% over 3 minutes. Adding this multiplier to the CL damage then adding the summon gives:
29,737,260 x (31/30) = 30,728,502
30,728,502 + summon damage of 1,941,088 = 32,669,590 total damage over 3 minutes
DPS value = 32,669,590/180 = 181,498
Summon + new Infinity with duration skill = 100 - 29,737,260/32,669,590 x 100 = 8.98% of damage dealt over 3 minutes (2dp).
New Infinity with duration skill alone = (30,728,502 - 29,737,260)/32,669,590 x 100 = 3.03% of damage dealt over 3 minutes (2dp).
Summon alone = 8.98 - 3.03 = 5.95%.
...honestly that's a pretty terrible bonus off extra skills that take a couple of seconds to cast on their own and require a huge SP investment. While the raw DPS on a single neutral target of my character has more than doubled compared to pre-revamp I'm no longer sure if it's enough when compared to other classes, seeing as Archmages still have no support skills and an example NL apparently already has a DPS of 150k at level 142.
So Fiel, can you give examples of what defenses monsters have? There's the regular defense and defense rate, right?
yeah~ I've downloaded KMST 1.2.321 client last night and written a WZ extractor C# program.
eg: 8800002 : Zakum3
KMST CMS 8800002.img\info\level 140 140 8800002.img\info\maxHP 110000000 110000000 8800002.img\info\maxMP 40000 40000 8800002.img\info\PADamage 4026 1080 8800002.img\info\PDDamage 1200 1200 8800002.img\info\PDRate 25 none 8800002.img\info\MADamage 3985 570 8800002.img\info\MDDamage 1500 1500 8800002.img\info\MDRate 25 none 8800002.img\info\acc 169 250 8800002.img\info\eva 144 16
Does that mean Zak3 has 25% damage reduction for physical and magical attacks? I'm not terribly familiar with that data. If that's the case... I guess the new skills Heroes and MMs get are reasonable.
Anyone managed to figure out the new damage reduction formulae yet?
Hadriel
str 818
dex 133
atk 163
=> newMaximum == 1.49 * (4*818 + 133) * 163/100 == 8270;
(8270 - 6883)/6883 = 20% dmg increment on the higher tier.
newMinimum == newMastery * newMaximum == (20% base + 50% weapon + 10% Beholder) * 8270 == 6616;
(6616 - 3096)/3096 = 113.7% dmg increment on the lower tier. <-- Wt'f is this I don't even.![]()
Spears/Polearms have 2 type of action ,stab and swing . So does the multiplier.
To a normal attack with spear, you will probably Stab at 60% chance, or Swing at 40% chance.
Polearm is similar, 60% Swing and 40% Stab.
But the 3rd job skill ,Crusher and Fury, will force your action to 100% Swing or 100% Stab.
At your stat, casting crusher with spear deals the base damage range 5016.8~6883.
So in fact, your min damage didn't increase a lot. (6616-5017)/5017=31.87% seems to be right.
It looks like from the calculations in this thread that at least I/L AMs should be close to DPS with other classes now.
Those damn lolBasiler leechers got ahold of this.
Food will always come to those who love to cook. - Auguste Gusteau
I personally don't mind Basil or any other community grabbing a hold of new updates almost as early as we do (thanks a lot Spadow), since most of them won't have any idea what they're talking about anyway.
On another bright note: Plugging in Dragon Blood (and possible Hex), my damage range will jump from 7390 to 9792 (10299). Damage stability will rise 4.65%, not quite impressive, but still likable.
What annoys me is that most of the people on other sites tend to ignore any changes besides the downsides. For example, when the formulas changed and the ultimates were given cooldowns, everybody whined and said they were going to quit their Bishop/AM, without ever mentioning that the new formula could make AMs worthwhile bossers.
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