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 damage calculation for all classes

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KIROV_reporting
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KIROV_reporting


Posts : 280
Join date : 2010-04-25

damage calculation for all classes Empty
PostSubject: damage calculation for all classes   damage calculation for all classes EmptyFri Jun 10, 2011 5:32 am

1~6
percent damage

1. town stat phys/mag attack
(str or int x phys or mag attack strength / 250 + phys or mag attack strength) x mastery
easy, innit?

2. damage increase with elemental strengthening
16 pts = +10%
(later 22 = 10%)
(str or int x phys or mag attack strength / 250 + phys or mag attack strength) x mastery x element strengthen

element strengthening does not increase piercing damage, keep in mind.

3. now lets add enchanting and support equips
(str or int x phys or mag attack strength / 250 + phys or mag attack strength) x mastery x element strengthen + (str or int x support equip attack / 250 + phys or mag attack strength) x mastery + (str or int x enchanted attack / 250 + phys or mag attack strength) x mastery

ps. element strengthening does not apply to enchanted attack or support equipment attack

4. how much does it do to mobs?
(str or int x phys or mag attack strength / 250 + phys or mag attack strength) x mastery x element strengthen x mob defense x mob elemental resistance + ((str or int x support equip attack / 250 + phys or mag attack strength) x mastery + (str or int x enchanted attack / 250 + phys or mag attack strength) x mastery) x mob defense

5. now to add piercing

(str or int x phys or mag attack strength / 250 + phys or mag attack strength) x mastery x element strengthen x mob defense x mob elemental resistance + ((str or int x support equip attack / 250 + phys or mag attack strength) x mastery + (str or int x enchanted attack / 250 + phys or mag attack strength) x mastery) x mob defense + piercing damage x piercing damage reduction depending on dungeon difficulty level = A

6. we still gotta calculate crit and hit rate
now, using A
(A x 1.5 x crit ratio + A x non crit ratio) x hit rate(calculated by how many times you miss out of 100 hits, maybe 1000 hits)

crit is 150% damage

7~8
other

7. other

counter = 125% damage(applies to piercing too)

back attack = 10%? 20%? higher chance of crit(i forget)

halgi = #1 x 1.5 (x 1.25 from counter of course) (doesnt apply to piercing) (doesnt apply to fixed damage)

black pearl mist = final counter damage x 1.2( applies to fixed damage and piercing damage too)

screaming necklace = your damage x 1.08 , simple

disease belt = counter damage x 1.1 (applies to piercing too) (applies to fixed damage too)

soul chaser = #1 x 1.20 (doesnt apply to piercing)

ps. disease belt, black pearl, screaming do not stack with each other


8. depending on class

ranger DBR - final damage x 1.5(crit) x DBR buff amount(mostly 1.30 or 1.33)

weaponmaster - (str or int x (phys or mag attack strength + overdrive buff amount) / 250 + phys or mag attack strength) x mastery x element strengthening(added to #2)

int/str buffs like power fist, elemental burn, etc, just put them in the equation

muscle shift - 1st cancel 115% > 2nd cancel 132% > 3rd cancel 152% > 4th cancel 175% > 5th cancel 201%
calculate that with "final" damage
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damage calculation for all classes Empty
PostSubject: Re: damage calculation for all classes   damage calculation for all classes EmptyFri Jun 10, 2011 5:32 am

9~14
fixed classes

9. fixed damage
very easy
lv14 extruder is 64215 damage full charged
so if the foe's defense is 0 and your str is 0, it does about 64000 damage
500 str -> 195k
750 str -> 256k
1000 str -> 322k
so basically
skill damage x (str or int + 1 / 250)
= B

10. actual damage?
B x mob defense

11. elemental strengthening?
B x mob defense x elemental strengthening (x mob elemental resistance)

12. piercing is NOT added to fixed damage whatsoever

13. independent damage
B x 0.1 x independent damage stat (x mob defense x eleme blah blah blah)
= C

14. mixed damage?
percent calculation for the percent bit, fixed calculation for the fixed bit
crit, backattack, counter, and such other damage increases are calculated like percent damage

((A x crit rate x 1.5 + A x noncrit rate) + (C x crit rate x 1.5 + C x noncrit rate)) / (attack amount / (attack amount - stuck amount))

15. conclusion
in the lower levels, fixed damage is really strong
but as the levels get higher, and the foes get higher and higher defenses, percent damage is absolutely higher in terms of power
of course, not all are 100% of eithor one
mixed damage somewhat becomes an all-rounder kind
these are mere equations, and are not actual standards on rating a class, or so-called "tier-making"
but
with this, you can figure out which equip setting and which items are best utilized on your class from an objective perspective
no harm in reading this lol
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