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Hitelite wrote on 2014-05-23 17:41
I was wondering if there was a way to calculate all these things.
Everyone I've met so far all told me that Max dmg was all that mattered, but when balance is 80%, doesn't min dmg come into play in the equation? I read somewhere that when at 80% balance, 4min=1max dmg. If that's true, isn't having like a 50-90 dmg sword better than a 0-100 sword?
Also, most people don't have a whole lot of luck, and even if they did have lots of will, their crit % is still pretty low. I've learnt that in hard+ sm missions, you will need at least 130%+ crit, which would allow you to keep your 30% crit cap, in regards of the monster's prot. In order to have that much though, you need to have crit enchants on your equips, right? Then.. wouldn't that have a pro AND con? You're losing damage from Dmg Enchants since you're using crit enchants, so that's a bit bad, no? O_o
LAST QUESTION! Do crit % matter a lot when dual wielding swords? Since you don't get the extra crit+dmg like when using 2-H weapons, people tend to spam windmill a lot, since windmill ignores the prot, so you always have 30% crit when you windmill, if you have 30% cit of higher. Then.. When dual wielding, you don't need a high crit, right? Just need at least 30% crit chance. Or is having crit even on dual swords good? For basic attack crits, more crit % for smash, and special R-up crit dmg?
Then.. in that case, a sword like...
_ 50-90dmg, 20% crit
Would be inferior to a sword like...
_ 10-100 dmg, 60%crit
Right..? O_o
(This question is regarding dual wield swords)
More questions below, if you would please!
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alwmiioktm wrote on 2014-05-23 17:51
Some enchants couple as crit and max damage enchants. However the thing is later on it will be a lot harder to get max dmg for a weapon than it will be once u reach the cap of crit. Crit % stops being useful after a certain threshold like 130% for hm and 150% for elite whereas you can never have too much max dmg. While crit may be more helpful for you now, if you plan on making a weapon that you will have for a long while, then you might want to make something that your character can grow into. Balance is important but again enchants can get you to 80 balance easy, especially if it's swords, just rank sword mastery.
Honestly don't worry about min damage because once you have enough balance it becomes a lot less important and your stats will raise that number by itself, focus on the max attack of weapons and then build a set that compensates for what you're lacking. Honestly I can say from experience though that a crit set is not useful for long, max damage you can't go wrong with. Crit is important for dual wield but like you said that's mainly meant for windmill spam, it's good to have enough crit so that all your attacks get the full benefit from R-Type upgrading though.
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Hitelite wrote on 2014-05-23 18:00
Oh icic. A few more questions!
Hmm do Special-Red ups stack with dual swords, right?
Can you explain about the elementals for me? On the wiki reforge page, there are lvls 1-3. But I've watched youtube videos of reforges and I saw people had like 4 elementals. How is that possible?
I have a fire reforge of 1. Is 1 the lowest, and 3 the best?
ALSO on wiki, it says that lvl 1 elemental reforges do not have a 1-H weapon limit. So that means that a lvl 1 fire and lvl 1 ice reforges can stack. But what about a lvl 3 fire reforge, and a lvl 1 ice reforge? Do they stack?
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Kaeporo wrote on 2014-05-23 20:12
Quote from Hitelite;1221669:
Oh icic. A few more questions!
Hmm do Special-Red ups stack with dual swords, right?
Can you explain about the elementals for me? On the wiki reforge page, there are lvls 1-3. But I've watched youtube videos of reforges and I saw people had like 4 elementals. How is that possible?
I have a fire reforge of 1. Is 1 the lowest, and 3 the best?
ALSO on wiki, it says that lvl 1 elemental reforges do not have a 1-H weapon limit. So that means that a lvl 1 fire and lvl 1 ice reforges can stack. But what about a lvl 3 fire reforge, and a lvl 1 ice reforge? Do they stack?
1. R-Type Upgrades stack when dual-wielding.
2. There are two types of "elements".
The first is elemental affinity. Monsters are assigned a specific value ranging from 0~9 for each element. Each value confers an elemental attrition equal to 11% (5 Fire is 55% affinity). You can assign elements to your character through elemental enchants (and specific weapons - Elsinore) and these govern your offense/defense versus other elements. 100% Fire affinity (9 Fire) deals and receives +100% damage to/from Ice 9 enemies and deals/receives -100% damage to/from 9 Fire enemies. Whereas Fire/Ice cap at +-100% damage dealt/taken, lightning caps at +-50%. Ultimately, these effects are seldom seen as few enemies have notable affinities.
The second results from elemental reforges. These increase your damage similarly to the aforementioned affinity enchants but additionally improve damage dealt to enemies with a neutral affinity (which accounts for well over 90% of enemies). A Fire 3 Level reforge will deal +33% damage to ice enemies but only 22% to neutral enemies. Essentially, subtract the elemental reforge level by 1 and multiply by 11% for the general damage improvement. When dual-wielding, add these effects together [Fire 2 level (11%) + Fire 3 level (22%)]=33%, though note that several one-handed weapon reforges have halved effectiveness compared to two-handed options (ie: Fire caps at 3 instead of 6).
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Darkboy132 wrote on 2014-05-24 19:23
Quote from Hitelite;1221666:
I read somewhere that when at 80% balance, 4min=1max dmg.
That's not true.
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Invisible wrote on 2014-05-24 22:21
Quote from Darkboy132;1221819:
That's not true.
This is actually true when you're looking at
average damage output.
However, most players don't care about average damage and just look at maximum damage.
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Kaeporo wrote on 2014-05-24 22:46
Quote from Invisible;1221837:
This is actually true when you're looking at average damage output.
However, most players don't care about average damage and just look at maximum damage.
It's partially true.
Bonus damage from critical hits ignores minimum damage.