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Yina wrote on 2010-11-27 10:26
I've had this question for a long time actually. Is it better to get more crit or more dmg on a weapon?
I mean on the one hand, if you can crit more, then the dmg you can deal is way higher than if you have higher max dmg and lower crit. But on the other hand, the crit chance is only capped at 30%... >:
Like now, I'm trying to decide to whether have:
1. +8 max dmg / -0.5% crit or
2. +12 max dmg / -4% crit
Also whenever I upgrade a bow, I dunno if I should get:
1. 35 max dmg / 29% crit or
2. 39 max dmg / 24% crit
Halp please @_@
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Xemnas wrote on 2010-11-27 10:44
I'm not as high leveled as most people, but I think having a good balance of both is needed to succeed in Mabinogi. Theres no point in high critical if your damage only does 20-25 damage, or high damage but never get a critical hit so your damage doesn't get it's full impact on tougher monsters.
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Kenny? wrote on 2010-11-27 14:49
I'd say both. I mean like Xemnas said, no use in crit if you have low damage and no use in damage if you won't be able to do much crits every once in a while.
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Laconicus wrote on 2010-11-27 15:02
I'm no pro, but I do see the pros talking all the time about how elves need high crit (assuming we're talking about your elf). While the crit chance is capped at 30%, this is after you subtract the enemy's protection. So since some high leveled monsters have some really high protection it's a good idea to go over the 30 cap. I've actually seen people recommending 90-120 crit.
But at the same time you obviously don't want to sacrifice a bajillion attack for a few crit. In the cases that you provided, I'd go with option 1 both times.
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Username wrote on 2010-11-27 15:28
If your a WM whore, stay at 30%.
If you are not a WM whore, get some critical, its better to hit high then to make dents.
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Kaeporo wrote on 2010-11-27 16:34
As far ranged weapons are concerned, the Average Damage and Critical Total (ADACT) is very important to players who intend on landing critical hits with the majority of their weapons. This mostly applies to Elves, who have outstanding single-target DPS with final magnum spam. Humans, on the other hand, have little reason to sacrifice so much potential damage into critical, when Crash Shot has become our only saving grace. In comparison, Human melee doesn't stress out over high-end critical in order to maximize smash/normal melee damage, why should Human ranged combatants stress out over high-end critical in order to maximize magnum/arrow revolver?
The appropriate level of critical allows the player to land critical hits 30% of the time against the majority of the monsters that they will be fighting. Most hard difficulty shadow monsters fall within 30-50% protection, thus leading players towards obtaining 90-130% critical.
ADACT is solely used to determine the overall offensive worth of a weapon. Essentially, it asks the player "In order to reach a satisfactory level of critical, how much damage will I need to sacrifice?"
Spirit Ranged Weapons at all/40
Weapon_________Damage__AVGD__Critical__Speed___ADACT__w/Mastery
Leather Long Bow_69-112___103____44%___Slow_____147_____174
Crossbow_______ 58-101___92_____57%___Normal___148_____181
Ring Bow________72-129___117____34%___Normal___151_____178
Wing Bow_______ 55-109___98_____50%___Fast_____148_____ 175
G13S2 adds Bow Mastery and Crossbow Mastery. Bow Mastery adds +30 max/+15 min, while Crossbow Mastery adds +20 max/+10 min and +15% critical. Bow Mastery essentially adds 27 average damage (27 ADACT) while Crossbow Mastery adds 18 average damage and 15 critical (33 ADACT).
1. This largely only applies to ranged combat as high critical is an emphasis.
2. Players that spam Crash Shot would likely care less about the ADACT system because maximum damage is the only significant offensive statistic to them. 3. The added damage afforded to critical hits is composed entirely of maximum damage, (ie: At r1 Critical Hit, damage output is equal not to your damage range multiplied by 250%, but instead your damage range added to your maximum damage multiplied by 150%.)
4. Critical Hits add roughly 49% to your average damage, (33% activation rate, multiplied by the damage bonus at r1.)
5. In G13 weapons can be R-Type upgraded, which increases critical hit damage by as much as 25% (from what i've seen) as an example; 175% damage bonus multiplied by 33% results in an average damage increase of around 57%.
6. Lastly, this post largely excludes upgraded weapons (because of their complexity) and the example spirit weapons provided display stats up to level 40, while level 50 is the cap.
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hifive5 wrote on 2010-11-27 18:31
Elves/archers rely on Dex, all bows should he cit upgraded then damage/crit enchanted. As for meelee most people i see get high max and low min upgrades then usually enchant with caliburn or goddess(spike is good too)