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  1. Note:This is a guide on how to calculate expected increase in damage when changing gear or enchanting gear or getting cards and etc so players can measure investment/dmg increase 1st is understanding how damage is calculated StatusATK = floor[(BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)] WeaponATK = floor[((BaseWeaponDamage + variance + StatBonus + RefinementBonus + OverUpgradeBonus) × SizePenaltyMultiplier] variance = ± 0.05 × WeaponLevel × BaseWeaponDamage both stat bonus are pseudo-elemental(forced neutral damage) StatBonus = BaseWeaponDamage × Str ÷ 200 Extra atk = EquipATK + ConsumableATK + AmmunitionATK + PseudoBuffATK finalizing (StatusATK × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK Note:for bows, guns, whips and instruments you need to substitute str for dex on stat bonus and exchange str and dex on status atk for calculating dmg and damage increase effectively it's best not to think too much about the top formula most of the time but the knowledge about it is necessary when calculating increases for cards that gives flat atacks but i simplify the atk bonuses as flat atk, using @bs command also will help fill the list you need ATK x atk%(class dmg) x size dmg% x race dmg% x ele dmg% x 1,4 x crit dmg% x ranged dmg% x skill mod x skill dmg% = total dmg if you already have the char and wants to know the dmg increase using numbers eg if you use 2 white knights (15 atk + 20% medium and big damage) and want to know how much damage you will get with 2 contaminated wanderers (30% medium and big damage) if you have 1000 atk, 140% size dmg now so starting with 1000 atk, 140% size dmg = 100% (your dmg now) 1 of each is 985/1000 atk (98,5%) x 150/140 size dmg (107,15%) = 105,5% (dmg increase on med and big) 2 wanderers 970/1000 atk (97%) x 160/140 size dmg (114,28%) = 110,85% (dmg increase on med and big) if your dmg now is 100k dmg after trading both white knights for 2 wanderers your new damage will be 110,8k this can be done for any new gear, if you want to know how much damage would you gain from refining a STR temporal manteau from +4 to +8 and to +12 (this will be done while using the 2 cont wanderers) at +4 990/970 atk (102%) x 102/100 atk% (102%) x 165/160 size dmg (103,1%) = (107,2%) +8 1010/970 atk (104,1%) x 111/100 atk% (111%) x 170/160 size dmg (106,25%) = (122,65%) +12 1030/970 atk (106,2%) x 113/100 atk% (113%) x 175/160 size dmg (109,37%) = (131,25%) for new calculations 110,8k was used as a new base dmg so at +12 your new dmg will be 145,42k as you continue to gear up and want to continously calculate damage increase normalize the bonus to 100% to facilitate calculation and have a better understanding of the next gear eg adding a memblatt at 120 dex new 100% 145,42k 24% ranged damage = 124% increase 124% = 180,32k adding 2 illusion booster with EA (5% atk and 10% ranged dmg each) 123/113 atk% (108,85%) x 144/124 ranged damage% (116,13%) = (126,4%) increase 126,4% = 227,9k now i hope this guide will help you make good decisions when selecting where to invest when gearing up, when trading equips for better equips and etc. this is specialy important when you reach higher multipliers and sometimes 2 gears with 10% atk and a 5% all race appears on same slot wich is better? this will help you calculate wich is stronger before investing in obtaining the gear ps: i will also place here things that ppl get confused or have doubts or obscure knowledge about gears all text on gear that gives flat atk is considered equip atk on dmg formulas atk% is reworked and now all atk% is a class modifier (normal,boss,guardian) so if you use an abyssmal knight the 25% boss damage is aditive in atk% and works on boss class only thanatos memory effect penetrates 100% of the tagets defense and adds the HARD def penetrated as flat atk bonus, the effect happens after other def pen effects so if you already penetrated 100% def thanatos does not increase damage matk% is not the same bonus as atk%, it is a separate bonus from class dmg so it multiplies with magical dmg on boss%
  2. i like the idea, but note that if you had to make several characters they would not have the 50% droprate from the 1x lvling for instance drops like MVP cards or sky fortress dops, so that is the only difference from having a single character be able to run instances forever on paper would make. but also know that ppl are actually lazy so if you make instances have no CD a pt would be able to run a single instance several times instead of the current system with CD where my guild run several quick instances to get some IP and otherwordly fragments and stop once we run out of quick instances. even i myself run only 4 chars for instances bcz trading gear is a pain in the ass, if you remove the CD some ppl would run a lot more of the good instances for Money and drops. If you think that is good then this is what this change would achieve, since i am still a casual player i am not aware of everything that would change with that big of a change of in game mechanics, my opnion is that this would be giving players a way to farm instance gears and zeny
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