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  • #16
    Re: DMG and Atk

    Originally posted by Armando
    HOLD IT. [(STR - VIT + 4)/4] is an approximation. Different weapon ranks get different fSTR values with the same STR-VIT difference. Just wanted to throw that out there.
    Ya, that's correct. I was under the impression that your weapon rank was given as the integer portion of D/9? Edit: Forgot to add that I was under the assumption that this mainly affected the fSTR cap.

    Also, I should reference: Damage Calc

    Edit2: OK poked around on several websites, and saw fSTR2 table, and realized what you were talking about Armando. I had neglected the fSTR2 table as I haven't ever really focused on ranged XD. I guess the only question I would have is: Would it be safe to assume I could replace the 2 in the denominator of the fSTR2 table with 4 as an approximation for fSTR?
    Last edited by Jugil; 02-16-2007, 11:52 AM.
    BST66

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    • #17
      Re: DMG and Atk

      Originally posted by Lmnop View Post
      He's not entirely wrong. More like a slice of the right. It's not the whole cake, but there's not really anything wrong with what he said. I.e. high attack will make your damage more consistent, but it also increases maximum damage.
      Excuse me?!

      Post and explain where in the equation that "high attack will make your damage more consistent", and clarify what you think "consistent" means--I'm sure Armando will be wiling check the math for us.

      If there's another source for that information, point it out.
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      yet not a mote of dust is stirred;
      Moonlight pierces the depths of the pond,
      leaving no trace in the water.

      - Mugaku

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      • #18
        Re: DMG and Atk

        Well, if you hold D and fSTR constant (and assuming we're talking about normal hits), as you increase PDIF, both the minimum and maximum damage will increase (in certain A/D Ratio ranges), which means the *proportional* difference between them decreases, although the absolute difference does not.

        It's really a matter of perspective whether or not you think 40-60 is "more consistent" than 10-30. The difference between your biggest hit and your smallest hit is still 20 points, but it's 50% more damage instead of triple the damage. Obviously those specific numbers are made up and represent a pretty extreme amount of Attack change, but that's the *kind* of thing that happens if you increase attack holding all other factors constant.


        Since it's a multiplicative equation, the more DMG you already have, the more you benefit from each point of ATK and vice versa. So there is no real answer to "which is better" - you need both. LyonheartLakshmi's point about being able to get attack in other slots is a good one, but if the amount of attack on the weapon is really big, like Juggernaut, it may still be worth giving up some DMG for it.

        Generally, though, when I DD I'm reluctant to give up more than 1-2 points of DMG relative to the most damaging weapon I could be using, unless it's for a really nice benefit (e.g. multiple hits, or a really substantial change in delay). Most other stats on weapons don't do THAT much. In your example I would take the DMG 28 weapon except maybe if I was fighting an enemy with so much DEF that I found myself often hitting for 0 or very small amounts (and not because of stoneskin-like effects).
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        • #19
          Re: DMG and Atk

          First off, the Damage Calculation Spreadsheet I posted uses the information from the Freewebs site posted by Jugil. The equations are rather complex and it takes a while to formulate them especially when working with say... a calculator--enter the spreadsheet. It will do all that for you and you can see all of the "in-between" calculations.

          To the correctness/incorrectness of the statement made by Toksyuriel. The statement does not clearly explain the effects of Attack on damage and is, therefore, incorrect.

          Let us take the for-instance example using my calculator:

          1. Damage code 34 with a delay of 226 and Attack +14 (Wise Wizard's Anelace).

          If you examine the maxline and minline damages for the weapon you will see this (in the format min+/max+):

          Assumption: Attacker has 246 attack (with sword) and Defender has 246 defense.
          +0 [Even Match]: 6%/6%
          +1: 6%/6%
          +2: 6%/6%
          +3: 6%/6%
          +4: 6%/2%
          +5 [to +10]: 6%/0%

          As you can see, versus +5 level or better mobs, the damage is made "more consistent" as the minline increases but the maxline does not. However, this increase in consistency is also measurable as an increase in overall damage by averaging the maxline and minline bonuses to achieve a 3% overall damage increase vs. IT mobs. At lower level, both lines increase by 6% for an overall increase of 6%. All of this is provided the defense of the monster vs. a non-attack-modifying sword /checks in such a way as it does not indicate any "High/Low Defense" differential. Let us assume that a monster checks as High Defense with the WWA Equipped. High Defense check occurs whenever the monster's defense is higher (even 1 point) than your attack. Therefore, we can raise the monster's defense score to 261 which, apparently, screws up my calculator in some interesting way (I'll have to look into that).

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