This thread is interesting, I'd finally like to know if floating is useful or not :P Cant GMs ask devs if they dont know?
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Originally posted by Warcurse View PostThis thread is interesting, I'd finally like to know if floating is useful or not :P Cant GMs ask devs if they dont know?____________
Not quite sane.
S-75 Inmate
S-55 Donea
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Originally posted by PokemaniaX View Postthe referance has defense involved in various cases. It is Totally nonrelevant as I was just clarifying the percentage and chances when using the floating damage astral in Theory. My damage range values are just made up to show it in image. However, you are missing out how the damage is being generated and how the random encounter goes through All of the possible damage number you could ever deal before the displaying damage amount is finally being displayed. You are So offtopic and missing the point here.
In addition, your damage range from your average damage could Never be 90% and 110% of average, varying 10% through the scale.
While testing with over 100 hits on the same target, my minimum hit was 2.7k, while maximum hit slightly over 5k. Average being ¬ 3850 of which my minimum hit did not quite equal 90% nor my max hit ever stayed close 110%
No idea from where your referred guide's numbers were pulled out from aswell I giggled once I saw the argument over minimum damage scale. It's up to you wether you decide to make my calculus into a mockery and "Roll on The Floor Laughing" (did you really do that? ^^) or put it in a test yourself before you have random guessing aswell arguments against my numbers.
As for the modification the floating astral can reduce the top end by as big a percentage as the low end. It appears from your calculations you are assuming it increases the top end and decreases the bottom, but if you have a 28% floating astral it could increase the bottom by 28% or it could decrease a top end hit by 28%. So in the case of a 1K base, a 900 hit could be increased to 1152 or a 1.1K hit could be reduced to 792.
As anyone who has ever invested in stocks knows, they go down a lot more if you apply the same percentage so I would say the floating astral is junk unless you like gambling.
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How does it show in my calculations that I'd be assuming floating damage decreasing the min. dmg range? Says increase right there and the min. dmg going lower after having used the astral in my calculations. One day I'll draw both scales as the current one and after having used the astral to compare the damage range in image. Noone seems to follow the point currently.
As for the modification the floating astral can reduce the top end by as big a percentage as the low end. It appears from your calculations you are assuming it increases the top end and decreases the bottom, but if you have a 28% floating astral it could increase the bottom by 28% or it could decrease a top end hit by 28%. So in the case of a 1K base, a 900 hit could be increased to 1152 or a 1.1K hit could be reduced to 792.Last edited by PokemaniaX; 12-23-2012, 06:49 PM.____________
Not quite sane.
S-75 Inmate
S-55 Donea
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Originally posted by PokemaniaX View PostHow does it show in my calculations that I'd be assuming floating damage decreasing the min. dmg range? Says increase right there and the min. dmg going lower after having used the astral in my calculations. One day I'll draw both scales as the current one and after having used the astral to compare the damage range in image. Noone seems to follow the point currently.
In other words using 1K base damage which would normally range from 900-1100 with the floating astral at 20% for the sake of argument there are three possible outcomes.
No activation - 900-1100 as usual.
Negative activation - 720-880
Positive activation - 1080 - 1320
Add it all up and divide by 3 and we're right back to 900-1100.
In effect the floating astral over time will make no difference at all.
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Originally posted by PokemaniaX View PostIn the long run it is useful, especially for long battles and bossfights. You'd have higher chance to hit the higher damage interval making your overall damage slightly higher in the end for long fight. This is merely a Chance tho, you may end up hitting the lower average part over hundred times in a row, just like I've failed enchanting an item on 80% seven times in a row. Tho if you are farming the mobs in the wild and you'd usually 1-hit them, this astral may lower your damage for some occurances and you may be stuck in the battle for Two turns instead. I'd say it is useful for dungeons and bossfights, it may be a gamble in duels and in battles which would usually end in 1-2 turns.
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whatever theories you guys come up...bla bla bla...im already tested this astral during WB...its just reduce my total dmg after 16 rounds compare to my regular total dmg previously...maybe ur theory not working on my character or maybe i hv no luck with this astral...
maybe its just a junk...im prefer determination + charm after all...Server : [S262] Thunder watever
IGN : Comelâ„¢
Guild : Univit
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i think i understand what he is trying to say, but my curiosity comes, that if it is 90%-21%, and 110%+21% is the minimum -21% of whatever the damage value is of the 90%, and the same with the damage that 110% represents? so say ur dmg is 1k flat, 900 is ur min, 1.1k is ur max.
So take 21% of 900, which is 189, and subtract from 900, so your minimum is now 711
Then take 21% of 1.1k, which is 231, and add it to 1.1k, and your maximum is now 1,331.
I believe this is how original poster was trying to explain it. i just got the astral myself, so i'm going to see how it works
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Originally posted by R26438867 View Posti think i understand what he is trying to say, but my curiosity comes, that if it is 90%-21%, and 110%+21% is the minimum -21% of whatever the damage value is of the 90%, and the same with the damage that 110% represents? so say ur dmg is 1k flat, 900 is ur min, 1.1k is ur max.
So take 21% of 900, which is 189, and subtract from 900, so your minimum is now 711
Then take 21% of 1.1k, which is 231, and add it to 1.1k, and your maximum is now 1,331.
I believe this is how original poster was trying to explain it. i just got the astral myself, so i'm going to see how it works
69% of 1k and 131% of 1k.. 690 - 1310 range of damage
default floating is 10%..it says on description of ruthlesness that expands upto 21%..means to add 21% to 10%..
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Yeah, I guess it's working now 'cause sometimes I'll deal 900 damage and other times I'll deal over 2k damage with one use of my knight's Enhanced Delphic Destroyer skill.
Originally posted by Mystic2 View PostAfter a few rounds of testing of about 13 hours in total messing around with the floating astral my findings are as follows. which conflict with my previous findings a bit.
I have studied damage with no added effects and found there is a little variation...
okay say u have a 10% floating damage astrals this will increase the range in which u are able to do damage.
Lets say ur basic damage range before any added effects is 3000-4000
adding a 10% FLoating damage astral adds 10% to the top number and takes away 10% from the lower number
giving you the range of capable damage of 2700-4400. Potentially Increasing damage, but with a proc rate of 1/3 it is not ideal to use unless u lay ur life based on luck
ive had runs in the world boss event with a 28% floating damage astral and a 20% crit base damage astral equiped and with the same number of attacks and same number of crits one run i gained 19,454 gold/dura (97,270 damage) and the other round i only got 12,872 (64,360 Damage) doing exactly 33% less damage proving the proc rate of 1/3 to the Higher end of damage. the run of 19,454 every hit except one was + damage, on the other only one of the hits were + damage. every other either - damage or flat damage.
I hope my findings help a few of those wondering minds
Mystic2
Immortals
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