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Sora wrote on 2010-08-29 19:08
Title says it all, I can't seem to find the formula for Windmill Damage, can anyone help?
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abc33kr wrote on 2010-08-29 19:15
at r1 its 2.50* (left weap dmg + right weap dmg + dmg from str)
correct me if im wrong.
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Singleuseonly wrote on 2010-08-29 22:49
Person above beat me to it D=
Anywho, you get your "dmg from str" stat by subtracting your barehand dmg by 8 (max dmg).
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Sora wrote on 2010-08-30 00:37
What about bonus from enchants ? Would that be added in addition the 'Dmg from str' or weapon damage?
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Singleuseonly wrote on 2010-08-30 00:46
I think it depends where you enchants are enchanted on. If its enchanted on one of your weapons (eg. Wolf Hunter Broadsword) it would add +6 max dmg to that weapon. If its enchanted on anything else (eg. cap, armor, boots, gloves, accessories), it would be added to your base dmg (or "dmg from str"). Not 100% sure about this one though x.x
Edit: Would it even matter? o.0 Since we're talking about WM dmg and not normal hit dmg.
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Sora wrote on 2010-08-30 01:15
Yah, but calculating Windmill damage must include all enchants though, arn't I right. But I got it now, thanks :D!
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Singleuseonly wrote on 2010-08-30 02:17
Well technically it wouldn't matter because even if the wolf hunter enchant were to add it to your base dmg or your weapon dmg it would still add 6 max dmg; therefore, nothing changes.
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Zid wrote on 2010-08-30 03:18
NA wiki says this:
Quote from NA Mabinogi Wiki:
[(Base damage) + (first weapon damage) + (second weapon damage)] * (% damage multiplier of skill)
If I remember correctly, any Str/+dmg enchants will go into the "Base damage" of the formula. "Weapon dmg" comes from the dmg range of the weapon, including upgrades but not including enchants. Windmill will go to the "% damage multiplier of skill".
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Cryosite wrote on 2010-08-30 06:01
Zid, as pointed out above it doesn't actually matter, but you're wrong. Enchants on weapons that affect max/min/balance/crit/injury are counted on the weapon portion. +6 max damage still gives +6 max damage regardless of wither it is counted in the base or the weapon part.
Where it starts to matter is when you do N. Since each sword strikes using Base+weapon damage, any +Max damage applied to your base will actually affect both swords, while enchants directly on the sword will only affect that swing. Of note, +STR enchants on a weapon are still applied to base, thus are doubly effective when doing N.
The other reason it is important, is enchants that affect balance, crit, or injury work differently than damage enchants. The balance/crit/injury of your WM will be the average of your two weapons+base. So +balance +crit and +injury enchants are only half as effective for wm/smash/counter when they're on the weapon directly.
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Zid wrote on 2010-08-30 14:35
Quote from Cryosite;141087:
Zid, as pointed out above it doesn't actually matter, but you're wrong. Enchants on weapons that affect max/min/balance/crit/injury are counted on the weapon portion. +6 max damage still gives +6 max damage regardless of wither it is counted in the base or the weapon part.
Where it starts to matter is when you do N. Since each sword strikes using Base+weapon damage, any +Max damage applied to your base will actually affect both swords, while enchants directly on the sword will only affect that swing. Of note, +STR enchants on a weapon are still applied to base, thus are doubly effective when doing N.
I see. +dmg enchants on the weapon affects itself only instead of the overall base, okay.
What about the offensive use of Elementals on each weapon? Since Elementals are somewhat enchants.
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Cryosite wrote on 2010-08-30 15:27
Elementals are only "somewhat enchants" in that they're a magic effect you put on your equipment and the game tells you that you've successfully enchanted the element. The similarity ends there.
Elements work even on your robe, a difference already.
Elements work regardless of where on your equipped gear they are. All that matters is how many of them are present on you, and how many are present on that which you are fighting.
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Singleuseonly wrote on 2010-08-30 21:40
Quote from Zid;141186:
I see. +dmg enchants on the weapon affects itself only instead of the overall base, okay.
What about the offensive use of Elementals on each weapon? Since Elementals are somewhat enchants.
I believe elemental bonuses/resistances are factored AFTER the entire thing is calculated
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Phanterz wrote on 2010-08-30 22:56
I think the full formula, including balance, is that the average windmill damage =
[(Min Damage) + Balance%*(Max Damage - Min Damage) * % Multiplier] * Elemental bonus * Passive defense percentage
If critical add Critical% * Max Damage to the stuff in the [] brackets.
Min Damage = Barehand min damage + right hand min damage + left hand min damage (if applicable) + min damage enchants + STR/3
Max Damage = Barehand max damage + right hand min damage + left hand min damage (if applicable) + max damage enchants + STR/2.5 - 8
Balance% = (DEX-10)/4 + Balance enchants + Combat mastery balance
The order of damage calculation from the wiki is:
1. base damage (weapons/enchants)
2. skill multiplier
3. Enemy defense
4. Enemy protection
5. Intelligence (for magic only!)
6. Elemental multiplier
7. Passive defense
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Chihaya wrote on 2010-08-30 22:58
Basically, enchants on the weapon only apply for that particular weapon
and enchants on armor/headgear/etc. is applied for both weapons.
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Singleuseonly wrote on 2010-08-30 23:00
Quote from Joyjason;141606:
Basically, enchants on the weapon only apply for that particular weapon
and enchants on armor/headgear/etc. is applied to your base stat.
Base stat =/= applied to both weapons.