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Dmg output calculation

Discussion in 'Toram Online Class Discussions' started by Kyuza, May 3, 2019.

  1. Kyuza

    Kyuza Well-Known Member

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    Hi all... Can anyone tell me how these multiple dmg output calculation?
    1.Atk%,
    2.cdmg%,
    3.range dmg%,
    4.to element%,
    5.elemental weapon(+25% to weaken elemen)...
    How to calculate them if example i have +10% each of all...
     
  2. Yunan

    Yunan Not Enough Salt Elite Member

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    Other than Atk%, all of the above are modifiers. Which means they multiply base damage.
    The calculation is something like this:
    [(Atk+skill constant+flat unsheathe_if unseathe-def)]*skill multiplier*(cdmg%_if critical)*(elemental advantage%)*(unseathe%_if unseathe)*(srd%/lrd%_depends on range)*(proration modifier)
    Placed skills such as finale and crossfire dont get bonus from lrd/srd



    Cdmg% here is different from cdmg% in gears. Default Cdmg is 150%, 10% of that 150% would be 15% so if yoy don't put any STR then your cdmg% on the calculation would be 165%.

    Base damage is the one inside [ ] bracket
    So if you have 10% of each, excluding Atk% you will multiply your base damage by 1.65(cdmg) times 1.1(srd/lrd) times 1.39(25%from elemental weapon+14% damage to ele) times 1.1(unseathe%)=2.775= total value of modifier if the conditions are satisfied

    Then we have Atk% stat, as we can see it multiplies your Atk, skills and gears that has physical pierce% such as Dragon Tooth, garyou Tensei, and proto clarity sword ignores a certain % of def. Hence the value would be closer to that of a modifier. Without the pierce stat, Atk% can have more significance the higher the enemy's defense is compared to the modifiers/skill multiplier. But since you can't have much pierce stat other than with those gears/weapons, Atk% generally have more value than other modifiers%
     
    Last edited: May 17, 2019
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  3. Kyuza

    Kyuza Well-Known Member

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    Woah its clear, thanks much for explanation
    \(○^ω^○)/
     
  4. Spanish Bread

    Spanish Bread Well-Known Member

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    Which one would be better then between stability or S/L Ranged damage or any of the multiplier in formula?

    Thank you
     
  5. Yunan

    Yunan Not Enough Salt Elite Member

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    For average damage output derived from stability, the calculation would be, (100%+stability%)/2 which means it also depends on your weapon stability and your STR stat. If you have high str in the first place, you won't have much bonus damage from stability Stat. For dw though, stability offers more significance.

    As a raw multiplier, srd/lrd would be easier to calculate, and its likely better than stability with same % value in general. Unsheathe atk% also placed the same as lrd/Srd. Thats why baphomela is a good xtal for katana as it has both unsheathe% and srd% with the same xtal.
     
    Last edited: Jun 24, 2019
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  6. Spanish Bread

    Spanish Bread Well-Known Member

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    Rhan
    Thank you.
    One last question, which is better to raise, Weapon Atk% or Atk%

    Thank you.
     
  7. Yunan

    Yunan Not Enough Salt Elite Member

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    Atk% should be better
     

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