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  1. Default


    Thanks muchly :o

    For some reason, triple stab damage is playing off the proportion between the attacks of just the dagger and blade on their own and not on total attack with the dagger minus the blade versus total attack with the blade minus the dagger like I expected. Not sure if this is how it always was or if it changed in kMST. For example, the first triple stab does 1780 dagger mirrored to 355, 1592 blade mirrored to 280, and 1501 dagger mirrored to 298. The mirrored dagger hit proportions are the same, but the mirrored blade hit proportion to the corresponding blade hit differs by a factor of (50/47)/(47/50) compared to the porportion between the mirrored dagger hits and their corresponding dagger hits because the dagger is 50 attack, while the blade is 47. Luckily, mirror image keeps its exact same post-defense random value from damage range property, so it's possible to calculate the exact percentages of each critical hit. It's already easy to tell that criticals have a range due to the proportions of criticals of the same weapons to the corresponding mirrored hits being different.

    Every dagger critical with corresponding mirror damage (that I could see clearly, at least) and critical percentage:
    1672 281 1.898992958
    2341 358 2.08694877
    1677 281 1.904671765
    1610 260 1.976268412
    1989 330 1.923597679
    1599 264 1.933027079
    1784 296 1.923519264
    1754 278 2.013623144
    2094 369 1.811105345
    2165 330 2.093810445
    2261 362 1.993358411
    1649 262 2.008689297
    1644 283 1.85399594
    2216 346 2.044029025
    1877 323 1.854620908
    2044 329 1.982797646
    1748 277 2.013979568
    2371 369 2.050683273
    2143 338 2.023479794
    1713 261 2.094644167

    Every blade critical, corresponding mirror damage, and critical percentage:
    1831 254 2.03284252
    1854 290 1.802855172
    1631 247 1.86211336
    1921 276 1.96276087
    1801 263 1.931110266
    1823 254 2.02396063
    1819 253 2.027501976
    1869 275 1.916574545
    2140 288 2.095416667
    1756 274 1.807270073
    2367 322 2.072962733

    Triple stab base: 1.6
    Lowest critical: 1.802855172
    Highest critical: 2.095416667

    Matches perfectly with the +20-50% additive critical range, thanks for the tests! Do you think you can get someone to cast sharp eyes/thorns on you and see how that turns out?

  2. Default


    Err, that'd probably require me to learn Korean. I guess I could ask the guild.

    While I'm at it, what specifically are you asking me to test? Would you rather I use my Gunslinger because of its crit skill? Or does the Mirror Image make your calculation really easy? Now that I think about it, I'm sure there are a few Wild Hunters in the group. I'll see if anyone has a decent level of Thorns/SE.

  3. Default


    Mirror image is what's making the calculations exact and not just an approximation so yeah, must be a dual blader, reason being that mirror image tells exactly which random number from your damage range that the critical damage picks and modifies.

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

    Default


    Wow, that's pretty handy. If the SE/thorns thing doesn't work out, you could test crit on the marauder through lucky dice. When i was playing earlier i mostly got 2s and 5s, but 2 and 3 modify crit chance and damage so just wait for those buffs.

  5. Default


    This Dark Knight video was just posted. It gives a clear shot of his attack range (13984-15538). Perhaps you could use it to figure out how Criticals work? It could be useful since Judgment Dragon boosts Criticalmin.


  6. Default


    Anyone else think it's weird for an attack that clearly stabs three times to hit four times? I think it's weird.

  7. Default


    they may modify the animation for it to fit. Considering how far they've come I'd be a little disappointed for them to take such a short cut

  8. Default


    It'd be hard to do since the wyverns probably have a significant amount of defense, and we wouldn't know which random number from that damage range that the critical damage is coming from, both of which are problems mirror image eliminates. Then stack the random range of critical bonuses on top of that, and it'll be impossible to tell whether a high hit is coming from a high critical bonus or a high hit from the damage range, making for inconclusive results =/

  9. Default


    How about this one?


    I feel the crits are too close to SB's normal range for it to be additive. =/

  10. Default


    I don't mean to rush but, how is this going? I'd very much like to know if the criticalDamageMax is indeed capped at 50%.

    EDIT: Nevermind, obviously kmst 327 patch changed SE to raise the max cap by 30%.

  11. Default


    Gunslinger's multiplier changed from 1.60 to 1.50

    My gunner's previous max range @ 112 with 110 STR / 600 DEX / 132 Weapon Attack was 5301. It's now 4970 (4969.8 rounded up)

  12. Default


    Weapon TypeMultiplier
    1H Sword1.20
    1H Axe1.20
    1H BW1.20
    Dagger1.30
    Wand1.00
    Staff1.00
    2H Sword1.32
    2H Axe1.32
    2H BW1.32
    Spear1.49
    Polearm1.49
    Bow1.20
    Crossbow1.35
    Claw1.75
    Knuckler1.70
    Gun1.50
    Last edited by Fiel; 2010-07-15 at 04:37 PM.

  13. Default


    Multiplier for wand and staff seems to be 1 now.

    Staff|1281 max|127 Total Matk

    Wand|817 max|82 Total Matk


    Staff - 70matk
    Wand - 25matk
    Meditate - 19matk
    Hat - 2matk
    Pet Equips - 22matk
    Blessing - 4matk
    Mastery - 10matk

    Bow|72 Max|30 Total Atk


    Bow seems to be 1.2 now

    Xbow|317 Max|44 Total Atk


    Xbow is still 1.35.

    Dagger|167 Max|37 Total Atk


    Dagger is still 1.3 (dex+str)
    Last edited by Grey; 2010-07-15 at 03:48 PM. Reason: Added dagger


  14. Default


    Just weapon+blessing for total attack
    1H Axe|147 Max|37 Total Att

    2H Axe|206 Max|47 Total Att

    Spear|208 Max|42 Total Att

    Pole Arm|208 Max|42 Total Att


    1H Axe = 1.2
    2H Axe = 1.32
    Spear = 1.49
    Pole Arm = 1.49

    And last. but not least.

    Knuckle|234 Max|25 Total Att


    Knuckle multiplier remains at 1.7

  15. Default


    Thanks guys. Thread is updated.


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

    Default


    The gave a 12.5% damage nerf to the most favored OPed class: Assassins, and gave marginal buffs to most of the classes and a super slight nerf to Corsairs. I like what I'm seeing.

  17. Flatpanel TV
    IGN: Me
    Server: Life
    Level: 17
    Job: Working Hard
    Guild: Doing Good
    Alliance: For the Earth
    California

    Default


    Why? They have the same multipliers as swords.

  18. Default


    But not the same speeds. BWs are generally one weapon speed slower. I'd be happy with BW and axe having a 1.35 - 1.4 multiplier.

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