Calculating Melee DMG
Melee DMG = floor( (Weapon Base DMG + fSTR) × pDIF × Randomizer )
where Randomizer is a random number between 1.00 and 1.05.
where Randomizer is a random number between 1.00 and 1.05.
Discussion on WTS 145 +9 staff DN all crit dmg SIZ within the Dekaron Trading forum part of the MMORPG Trading category. Oke, sekian dulu postingan mengenai critical, critical resist, dan critical damage, semoga tambah paham dan tidak lagi dikelabui dengan rumor-rumor mengenai critical ^^ Seperti biasa, kalo merasa berguna, mohon di share, hilangkan kebutaan mengenai DN ke orang-orang di sekeliling anda.huahahahaha. Crit damage resistance has nothing to do with Crit rate, it affects Crit damage, If you have for example 400% crit damage total the crit damage resistance will ignore part of it and make it so that, for example sake, only 300% of it works.
Example #1: Melee Hits
Base stats: STR = 313 (111+202)
Weapon DMG: 144 (121+23)
mobDEF = 3 (as an estimate)
mobVIT = 7 (as an estimate)
ATT = 867
cRatio = 2.25 ( clamp( 2.25 + 4.45, 0 , 2.25 ) )
cRatioMax = 2.625 ( cRatioMax = cRatio + 0.375f; )
cRatioMin = 1.83 ( cRatioMin = cRatio × (1176 / 1024) – (775 / 1024) )
pDIF = 2.625 ( pDIF = Rand(cRatioMin, cRatioMax) ) let’s say I got really lucky
fSTR =77 ( floor( (313-7 +4)/4 ) )
Let’s now calculate for melee non-crits:
min Melee DMG = floor ( (144 + 77) × 1.83 × 1.0 ) = 404
max Melee DMG = floor ( ( 144 + 77 ) × 2.625 × 1.05 ) = 609
max Melee DMG = floor ( ( 144 + 77 ) × 2.625 × 1.05 ) = 609
All non-crit hits will land between 404 and 609 damage
Let’s now calculate for melee crits:
The only thing that changes from critting is cRatio, which we shall now re-calculate.
Crit DMG Increase = 39
pDIF = 3.4125 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
pDIF = 3.4125 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
min Crit Melee DMG = floor ( (144 + 77) × 1.83 × 1.39 × 1.0 ) = 562
max Crit Melee DMG = floor ( (144 + 77) × 2.625 × 1.39 × 1.05 ) = 806
max Crit Melee DMG = floor ( (144 + 77) × 2.625 × 1.39 × 1.05 ) = 806
All crit hits will land between 562 and 806 damage Call od duty black ops mac download.
Note: This all hinges on the exact values of mobDEF, mobVIT, and mobLevel.
On a more serious note, crits are incorrectly calculated on DSP, based on lines 2352 to 2357
On retail, non-crit cRatio cap is indeed 2.25, however, after for crits, cRatio cap is raised to 3.25 to allow for recalculations of cRatioMax and cRatioMin.
On retail, non-crit cRatio cap is indeed 2.25, however, after for crits, cRatio cap is raised to 3.25 to allow for recalculations of cRatioMax and cRatioMin.
To demonstrate, we’ll need to recalculate cRatioMax
where for cRatio = 3.25, cRatioMax = 3
and cRatioMin = 2.625. If corrections are made:
Crit DMG Increase = 39
pDIF = 4.17 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
pDIF = 4.17 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
min Crit Melee DMG = floor ( (144 + 77) × 3.64875 × 1.0 ) = 806
max Crit Melee DMG = floor ( (144 + 77) × 4.17 × 1.05 ) = 967
max Crit Melee DMG = floor ( (144 + 77) × 4.17 × 1.05 ) = 967
All crit hits will land between 806 and 967 damage (corrected)
Still waiting for fix as of 2/1/2019 (Yuna).
Calculating Weaponskill DMG
This will be a massive assembly of information required to calculate the Weaponskill DMG. Try not feel overwhelmed or confused, as I will calculate an example at the end, using all the information listed.
Dragon Nest M Crit Dmg
To calculate the weaponskill damage, you’ll first need the formula DSP uses:
(I will not go into detail regarding ranged WS dmg since it’s relatively the same)
(I will not go into detail regarding ranged WS dmg since it’s relatively the same)
Melee WS Base DMG = floor( (Weapon Base DMG + fSTR + WSC) × fTP )
Ranged WS Base DMG = floor( (Weapon DMG + Ammo DMG + fSTR2 + WSC) × fTP )
WS DMG = WS Base DMG × pDIF × Randomizer
Ranged WS Base DMG = floor( (Weapon DMG + Ammo DMG + fSTR2 + WSC) × fTP )
WS DMG = WS Base DMG × pDIF × Randomizer
*** DSP still uses alpha
Weapon Base DMG + fSTR + WSC, which still retains alpha
Melee cRatio Cap = 2.25
Total Crit = nativecrit + crit rate equip & augments + crit merits + weaponskill bonus
levelcor=0.05 × (Monster’s level – Player’s Level)
levelcor = 0 if monster equal to or lower than the player’s level
ATT/DEF ratio = (Player’s ATT × WS ATT Multiplier) / (Monster’s DEF – ignoredDef)
cRatio = ATT/DEF ratio – levelcor
pDIFmin & max are calculated from above
pdif[1] = pdifmin
pdif[2] = pdifmax
if crit, cRatio +1 but capped at 3.
CritBonus capped at 100%
pdifcrit[1]: min = 0, max = 5.25
pdifcrit[2]: min = 0, max = 6.75
levelcor = 0 if monster equal to or lower than the player’s level
ATT/DEF ratio = (Player’s ATT × WS ATT Multiplier) / (Monster’s DEF – ignoredDef)
cRatio = ATT/DEF ratio – levelcor
pDIFmin & max are calculated from above
pdif[1] = pdifmin
pdif[2] = pdifmax
if crit, cRatio +1 but capped at 3.
CritBonus capped at 100%
pdifcrit[1]: min = 0, max = 5.25
pdifcrit[2]: min = 0, max = 6.75
Alpha is still being used and based on the player’s level. Between level 76 and 98,
alpha = 0.85 but at level 99, alpha = 1.0
alpha = 0.85 but at level 99, alpha = 1.0
Dn Crit Dmg Vs
QA/TA/DA can only proc on the first hit of each weapon
Attack Priority: Quad>Triple>Double>Mythic Triple>Mythic Double
Generate the randomizer, a number between 1.00 and 1.05 to multiply with.
cRatioMin
Elemental gorgets and belts, including fotia, are accounted for Best free \mac cleaner 2018.
The first hit of the calculations are as such:
The calculations for the dual wield offhand or the second fist from H2H are as such:
As usual, the first hit is the most important hit, especially for multihit fTP
Account for souleater and WS DMG mods/augments
The last and probably the most important line, to calculate everything, where WEAPON_SKILL_POWER = 1 on Valhalla
Example #2: Resolution
Base stats: STR = 313 (111+202)
ATT = 867
mobDEF = 3 (as an estimate)
mobVIT = 7 (as an estimate)
WS DMG: 36
fSTR = 155 ((313-7+4)/2) assuming the Rabbit has 8 VIT as THF/THF
Weapon DMG: 144 (121+23)
WSC = 186 (313×0.7×0.85)
fTP = 4.45 (4.25+0.1+0.1)
cRatioMin = 1.83 (2.25×1176/1024-775/1024)
cRatioMax = 2.625 (2.25+0.375) since Resolution cannot crit
pDIF = rand(cRatioMin,cRatioMax) … let’s say 3.0 to give us the best luck
Resolution Base DMG = floor( (Weapon Base DMG + fSTR + WSC) × fTP )
= floor( (144 + 155+ 186) × 4.45 ) = 2158
= floor( (144 + 155+ 186) × 4.45 ) = 2158
Pokemon rom download for mac. Resolution DMG = WS Base DMG × pDIF
= 2158 × 3.0 = 6474
= 2158 × 3.0 = 6474
Resolution final adjustments = Resolution DMG × WS DMG Augments × Randomizer
= 6474 × 1.36 × 1.05= 8837
= 6474 × 1.36 × 1.05= 8837
The whole point of this exercise is to demonstrate that these numbers don’t come out of thin air. I believe I only understand 5% of what’s actually going on, and definitely have missed or haven’t accounted for other factors that may influence this calculation. However, I’m quite glad that my 1-hit Resolutions landed roughly in the same area of what I calculated. I challenge anyone to try doing this with a different WS and see if they have arrived, roughly, at what they calculated.
Small discoveries:
- Crit is well accounted for in melee attack rounds, ranged attack rounds, melee WS’, and ranged WS’
- SA is very well documented
- TA is very well documented
- DSP still follows the old WS formulas that require the use of alpha
- dDEX cap = 40
- monster cRatio = 4, whereas player cRatio cap = 2.25
Dn Crit Dmg Build
Lastly, pDIF and cRatio were the most mysterious variables simply due to lack of references, even though they were well documented,
Yuna
Last update: 1/31/2019
Last update: 1/31/2019
Dn Crit Dmg Download
![Dmg Dmg](/uploads/1/3/3/9/133917526/160379734.jpg)
Sources:
BG WIKI: WEAPONSKILL DAMAGE
BG WIKI: WEAPONSKILL DAMAGE