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Meikeru wrote on 2010-12-28 23:54
Can somebody explain it to me?
I had a link to it once, but I accidentally deleted it when I was cleaning up my bookmarks and a search on ADACT doesn't really show up much. Oh, and if you can add in a enchant set for me to strive for... you get a cookie.
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Zatrox wrote on 2010-12-29 00:47
From what I can gather, ADACT is the approach of evaluating a weapon's power by analyzing its Average Damage and its Critical. It is gotten by adding the two values together. The higher the ADACT, the better the weapon (usually). ADACT is best used for Elves who need to maintain ~130% crit without sacrificing too much damage (as Humans usually just spam Crash Shot).
Where I get confused is what enables someone to hold Critical and Avg. Dam. on equal grounds. Kaeporo can probably answer this part @@
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Rebel wrote on 2010-12-29 01:39
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Kaeporo wrote on 2010-12-29 06:23
The Average Damage and Critical Total determine offensive worth.
Strictly concerning ranged combat, the only skills which ignore the opponent's protection statistic in order to calculate your critical hit rating are Crash Shot, Elven Magic Missile and Spirit Weapon Awakening. If the player decides to exclusively focus on skills that ignore protection to determine critical, ADACT is not a significant factor (provided the player can obtain the base 30% critical rate.)
Generally, players will want to obtain the maximum critical hit rate against whatever they are currently fighting in order to take full advantage of all of their skills, while additionally holding the highest possible damage output. This is impractical because of the variety of monsters in Mabinogi. You'll want to take a look at the strongest monsters you plan on fighting and obtain enough critical in order to reliabily tackle everything up to their level of protection. 90% and 130% are good critical checkpoints.
Once you've set your critical checkpoint, you'll want to obtain the greatest amount of damage possible while meeting that standard. Anything that increases your offensive potential contributes to your ADACT. As an example; the more critical that your weapon has, the less damage you'll have to sacrifice through enchants in order to meet your critical checkpoint.
Spirit Ranged Weapons at all/40
Weapon___________Damage___AvgD___Critical_____Speed____Hit Count___Stun___ADACT
Leather Long Bow___69-112____103____ 44%______ Slow_____ 3_________1.6____147
Crossbow_________ 58-101____92_____ 57%______ Normal____3________ 1.6____ 149
Ring Bow__________72-129____117____ 34%______ Normal____2________ 2.2____ 151
Wing Bow_________ 55-109____98_____ 50%______ Fast______ 2________ ???____ 148
(These are listed at all/40 because several weapons have unrecorded stats at all/50.)
Paladin
Melee Damage (109-134)
Average Melee Damage (129)
Ranged Damage (84-134)
Average Ranged Damage (124)
Critical (5%)
ADACT (129)
Dark Knight
Average Melee Damage: 75
Activation rate: 25% Strength Bonus (360) Damage (108-144) Average Damage (136) Average Contribution (34)
Activation rate: 25% Strength Bonus (200) Damage (60-80) Average Damage (76) Average Contribution (19)
Activation rate: 50% Strength Bonus (120) Damage (36-48) Average Damage (45) Average Contribution (22)
Average Ranged Damage: 92
Activation rate: 50% Dexterity Bonus (360) Damage (72-144) Average Damage (129) Average Contribution (64)
Activation rate: 25% Dexterity Bonus (200) Damage (40-80) Average Damage (72) Average Contribution (18)
Activation rate: 25% Dexterity Bonus (120) Damage (24-48) Average Damage (43) Average Contribution (10)
Average Critical: 22%
Activation rate: 25% Critical (36%) Average Contribution (9%)
Activation rate: 50% Critical (20%) Average Contribution (10%)
Activation rate: 25% Critical (12%) Average Contribution (3%)
ADACT (114)
Of course you can't forget the ranged weapon masteries, Bow Mastery and Crossbow Mastery.
Bow Mastery: Max +30, Min +15 (ADACT: 27)
Crossbow Mastery: Max +20, Min +10, Critical +15% (ADACT: 33)
Another key note: The bonus damage from critical hits is derived from maximum damage exclusively.
Formula: Average Damage (non-critical)
(max-min)balance+min
Formula: Average Damage (critical)
(max-min)balance+min+(critical multiplier x max)
Formula: Average Damage
(max-min)balance+min+(critical chance x critical multiplier x max)
Towards the end I just started throwing out random tidbits of info but it's pretty late and i'm tired. Hope this helps.
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Zatrox wrote on 2011-01-11 19:38
Hate to necro, but are you sure about this?
Quote from Kaeporo;266896:
Formula: Average Damage (non-critical)
(max-min)balance+min
According to
this, the avg. damage should be calculated by:
Average damage=Max*balance+min*(1-balance)
If Kaka's is right then wouldn't your ADACT numbers all be different?
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hengsheng120 wrote on 2011-01-11 19:59
Quote from Zatrox;286540:
Hate to necro, but are you sure about this?
According to this, the avg. damage should be calculated by:
If Kaka's is right then wouldn't your ADACT numbers all be different?
they are the same formulas; both are equal to max*balance -min*balance +min when you expand them, just arranged differently
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Zatrox wrote on 2011-01-11 22:45
Quote from hengsheng120;286555:
they are the same formulas; both are equal to max*balance -min*balance +min when you expand them, just arranged differently
oops yeah you're right, i'm not quite thinking straight lol