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  1. Default


    A little late, but time for me to calculate my new damage range.

    Class: Outlaw
    Level: 116
    Total STR: 102
    Total DEX: 579
    Total ATT: 150 (12 att pot)

    Current MAX damage: 3279
    Current MIN damage: 1841
    Current AVG damage: 2560

    1.6*(4*579+102)*(150/100) = 5803
    5803*(.15+.5) = 3772
    (5803+3772)/2 = 4788

    New MAX damage: 5803
    New MIN damage: 3772
    New AVG damage: 4788

    77% increase in max damage
    105% increase in min damage
    87% increase in avg damage

  2. Default


    Yeah, Corsairs get the biggest boost in damage range from the new system, though NLs and Buccs are close behind.

  3. Default


    Yeah, I figured about the same, but I didn't calculate all the values.
    I only compared NLs to Sairs, seeing as NLs got the 2.0 multiplier, but had a 5x multiplier before, and Sairs went from 3.6 to 4, and got a pretty good 1.6 multiplier.
    Most of the others either saw a decrease in the primary stat multiplier or had a low-ish overall multiplier, so I didn't even bother with those.

  4. Default


    What are you on about?

    I think you mean:

    Night Lords now have a
    2.00*(4 * LUK + DEX) * (Weapon Attack / 100)
    or (8 * LUK + 2 * DEX) * (Weapon Attack / 100)
    from
    (5 * LUK) * (Weapon Attack /100)

    and Corsairs now have a
    1.60*(4 * DEX + STR) * (Weapon Attack / 100)
    or (6.4 * DEX + 1.6 * STR) * (Weapon Attack /100)
    from
    (3.6 * DEX + 0.9 * STR) * (Weapon Attack/100)

    I don't understand what you mean about how 'most other classes got a decrease in the primary stat multiplier or had a low-ish overall multiplier'.

    All classes now have an overall higher damage range now and it's shallow to only compare a couple of weapons without seeing the big picture: i.e new skill damage values, completely changed mob values.

    I just see Claws, Guns and Knuckles being higher in the damage tier post-patch as opposed to now.

    It's not hard to compare formulas now from before. Just multiply your Primary stat by 4 and multiply your Primary and Secondary stats by your class's new multiplier(x) or insert in into the format:

    (4*x*primary + x*secondary) * (Weapon Attack / 100)


    then compare with:

    (x*primary + 0.9*secondary) * (Weapon Attack /100)

    Just make 'x' in this case your old weapon multiplier


    Or use this as a reference:

    http://www.hidden-street.net/forum/t...-of-MapleStory

  5. Default


    What I mean is, let's take the Corsair formula: 1.6 * (4 * DEX + STR) * (W. ATT/100)
    1.6 is the overall multiplier. 4 is the main stat multiplier.
    For NL's, comparing only the total multiplier on the main stat, you get 8, compared to 5.
    For Corsairs, you get 6.4 compared to 3.6
    6.4/3.6 > 8/5.
    (As far as I can tell, this was exactly what you said; I didn't feel like writing out the entire formula the first time)

    What I mean about the "decrease in primary stat multiplier" was that some classes, such as warriors, got a decrease from 4.8 (or was it 4.4) to 4, which their 1.2x multiplier barely makes up for. The second part means that some other classes, such as BMs, who saw an increase in their primary stat multiplier (went from 3.4 to 4.0), got a low overall multiplier: 1.15.

    So what I meant was the percentage increase in damage range is bigger for corsairs than pretty much every other class.

    And yes, it's true that this isn't an actual dps calculation, but I never said that I was comparing dps, only damage ranges.

    Sorry, should have made myself clearer the first time, that would have saved you from posting a huge wall of text. It does look like I don't really know what I'm doing in my other post, I guess I was tired.
    Last edited by Cavalier; 2010-06-29 at 09:36 AM. Reason: grammarz

  6. Default


    No, even Warriors got an increase in damage range. It's just relatively tiny.

    1h sword: 4.0 -> 4.4
    2h sword: 4.6 -> 5.12
    spear/PA: 5.0 -> 5.96

    I'm ignoring the change to the way mastery works for the secondary stat, of course, but that isn't enough to reduce the overall damage range below what it was originally.

    BMs also go from 3.4 -> 4.6 (+35.3%), which isn't too bad. You underestimate the effects of Weapon Attack and base stats. Heroes currently have much higher attack ranges than Buccaneers, even though they have a lower attack multiplier.

  7. Default


    I was referring to the multiplier inside the parantheses, although it appears nobody understands what I'm talking about, so let's leave it at that.

  8. Default


    The formula is written the way it is because I noticed that the multiplier for primary stat is always 4 times the multiplier for the secondary stat. You could just write it as

    (4.4*STR + 1.1*DEX)*(Weapon Attack/100)

  9. Default


    I was just thinking, now that mages have range based damage and skill's damage in %, will SE and criticals work in the same way for them now?

    In other words, will we still get our multiplier of 1.4 to our damage from SE or just a measly +140% damage on top of skills?

  10. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default


    Crits are additive for mages now, yes.

  11. Default


    EW, with all skills being single hit and high % that makes crit so much worse...

    Only one that benefits from this change is the new big bang.


  12. Default


    Wait I thought that now all criticals were multiplicative o,o
    how do crits work now then?

  13. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default


    No crits are still additive. They're just additive for all classes now.

  14. Default


    Excuse my idiocy, but does anyone happen to know the base critical damage rate? Is it perhaps +100%, or +50%, or some other obscure number?

  15. Default


    It affects minimum damage and maximum damage differently. Supposedly the values are 20% and 50% respectively, but no formulas have made sense with all observations of criticals so far.

  16. Default


    Perhaps this is some sort of linear formula, whereas it calculates the added crit depending on what you WOULD HAVE done.

    Fore instance: say you have a range of 100~200. That is your finite range. Now, you have the crit values of 20% and 50% for min and max respectively. You also use a skill that does exactly 100% damage normally. If you do an attack that would have done 100, with crit it would turn to 120% of 100, meaning 120. Likewise, if you would have done 200, 150% of 200 is 300 damage.

    What if you would do something that is half way, say 150 damage? That is exactly half way between maximum and minimum. Exactly half way bewteen 20% and 50% is 35%. So, you would do 135% of 150 damage, culminating in 202.5 damage.

    So, the possible formula could be: {[(Maxcrit-Mincrit)*(X-MinDam)/(MaxDam-MinDam)]+Mincrit+Skill%}*X Whereas X is the damage you would have done without a skill or crit.

    Edit: Lets put the formula to use. Using the exact example I said before.
    {[(50%-20%)*(150-100)/(200-100)]+20%+100%}*150
    {[(30%)*(50/100)]+20%+100%}*150 This gets the ratio to determine where in the range you are.
    {15%+20%+100%}*150
    202.5
    Last edited by WayOfTime; 2010-07-02 at 09:36 PM. Reason: Simplification and Explaination

  17. Default


    It would be a lot simpler if Crit bumped the range by 50 and 20%. +20% min, +50% max. Then proceed like any other attack.

  18. Default


    This man might have it. That sounds pretty reasonable to me. Needs testing of course.

  19. Default


    I thought we ruled out multipliers.

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