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Regky996

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Posts posted by Regky996


  1. I was doing several OGH instance and I notice the drop rate in Hell mode doesn't work.
    It says "Monsters have an additional 100% drop chance on every item".

    @mi 2464
    Coagulated Spell Basic Drop chance 40% / Today is Double Drop event so let's say it's only 20%

    Additional 100% of 20% = 40% + Event Double = 80%

    Let's say Event applies on the basic only so
    Additional 100% of 20% = 40% + Event Double = 60%
     

    I've killed 674 mobs and got only 192 Coagulated Magic (28.5%).


  2. What am I doing wrong?

    I followed the ATK and DEF formulas in the wiki but the damage done is not the same.

     

    Test char: Novice lvl 23, all stats 1, using knife (17 atk), costume +48 ATK.

    Test mob: Iara, DEF = 0, VIT = 41

    Final Damage = 14

    Short-Ranged  
    floor[floor[floor[floor[floor[ATK × DamageMultiplier] × HardDEFReduction] - SoftDEF] × FinalDamageMultiplier] × FinalDamageReduction]
     
    45 46

    Hard DEF 1
    Damage * [ (4000 + HardDEF) / (4000 + HardDEF * 10) ]
     
    HardDEF 0

     

    Soft DEF 32.8 32.8
    SoftDEF = (VIT ÷ 2) + Max[(VIT × 0.3), (VIT ^ 2 ÷ 150) − 1]
       
    TotalSoftDEF = [(SoftDEF + BonusA) × (1 + BonusB ÷ 100)]
       
    VIT 41  

     

    ATK 78 79    
    Regular
    (StatusATK × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK
         
    Mild Wind
    (floor[StatusATK × PropertyMultiplier] × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK
         
             
      StatusATK 7    
      Regular 7
    StatusATK = floor[(BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)]
     
      Bow, Gun, Instrument, Whip 7
    StatusATK = floor[(BaseLevel ÷ 4) + (Str ÷ 5) + Dex + (Luk ÷ 3)]
     
             
      WeaponATK 16 17  
       
    WeaponATK = floor[ ( (BaseWeaponDamage + Variance + StatBonus + RefinementBonus + OverUpgradeBonus) × SizePenaltyMultiplier ]
       
             
        Base Weapon Damage 17  
             
        Variance 0.85
    Variance = ± 0.05 × WeaponLevel × BaseWeaponDamage
       
    Example: A level 4 weapon have a 0.05 * 4 = 20% variance. This means a level 4 weapon can do 20% less or 20% more than its base damage value. For a weapon with 100 base damage, this translate to 20% * 100 = 20 damage variance. So for each hit, the player will actually deal a random damage between 80 and 120. Power Maximize will set the damage variance to the highest, so each hit will deal 120 damage.
       
        All Weapons
    Variance = ± 0.05 × WeaponLevel × BaseWeaponDamage
     
          Weapon Level 1
             
             
        StatBonus 0.085  
        Regular 0.085
    StatBonus = BaseWeaponDamage × Str ÷ 200
        Bow, Gun, Instrument, Whip 0.085
    StatBonus = BaseWeaponDamage × Dex ÷ 200
             
        Refinement Bonus 0  
             
        Over Upgrade Bonus 0  
             
        Size Penalty Multiplier 1  
             
             
      ExtraATK 48    
       
    EquipATK + ConsumableATK + AmmunitionATK + PseudoBuffATK
       

     

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