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Post by Variz on Mar 17, 2016 12:02:10 GMT
We still can change gears right? And lower your hp, higher damage you dealt
If boilerplate released Can we use a -90% hp set (-99% hp set or -100% it will too dangerous xD) when Oath delay, and change it to Damage set again? Like those ninja nail/bow do
If use poison mushroom, there still chance to heal your hp, and if mushrooms make your hp 1 there will a chance, it will killed you
Maybe jp player have use this trick, instead of poison mushroom or maybe not :3 (idk how to watch or see jp player on youtube)
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Post by MiLiGRiTo on Mar 17, 2016 23:21:59 GMT
VarizYes you can change to -HP gear and back to damage gear. And you can use poison mushroom to make hp1 on the last second. However, I do not use special pots since they are just for showing potential damage of oath, not really for actual grind. And getting your HP low is the last thing you should worry about since the boss will make sure that your HP goes down. This is aside from the fact that you get 50% HP loss each time you cast oath.
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Post by MiLiGRiTo on Mar 29, 2016 5:56:17 GMT
After more tests, this formula seems to be accurate in my case now:
Oath Damage = (YourATKstat + (YourLv - MobLv) + (WeaponATK - MobDef) + RGN) x (1 + Elemental Factor) x (Oath Multiplier + Refine Multiplier + HP Multiplier)
Whereas: RGN = 1 to WeaponATK/5
Refine Multiplier (at +9 refine): Weapon: 1.875 Body: 7.2 Additional: 5.4
HP Multiplier = 0 to 60 (depending on HP, lowest HP has higher multiplier)
Oath Multiplier: My current multiplier is 136 and has seemed to have capped. It used to progress when I added more stats but has stopped just when I was trying to get the values, hence, I am unable to confirm which stats affects it and by how much. It seemed to have capped at 400stat points on my str (it might be possible that it also progressed with DEX and VIT). If this is true then the max oath multiplier is 210.475 (or just 210 for easy calculation)
Let me know if this doesn't work for you so we can fix it accordingly.
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Yazmat
Community Contributor
Pally Lv351 | Alchy Lv318
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Post by Yazmat on Mar 29, 2016 9:01:36 GMT
After more tests, this formula seems to be accurate in my case now: Oath Damage = (YourATKstat + (YourLv - MobLv) + (WeaponATK - MobDef) + RGN) x (1 + Elemental Factor) x (Oath Multiplier + Refine Multiplier + HP Multiplier) Whereas: RGN = 1 to WeaponATK/5 Refine Multiplier (at +9 refine): Weapon: 1.875 Body: 7.2 Additional: 5.4 HP Multiplier = 0 to 60 (depending on HP, lowest HP has higher multiplier) Oath Multiplier: My current multiplier is 136 and has seemed to have capped. It used to progress when I added more stats but has stopped just when I was trying to get the values, hence, I am unable to confirm which stats affects it and by how much. It seemed to have capped at 400stat points on my str (it might be possible that it also progressed with DEX and VIT). If this is true then the max oath multiplier is 210.475 (or just 210 for easy calculation) Let me know if this doesn't work for you so we can fix it accordingly. no physical penetration in the formula ?
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Post by MiLiGRiTo on Mar 29, 2016 9:08:27 GMT
After more tests, this formula seems to be accurate in my case now: Oath Damage = (YourATKstat + (YourLv - MobLv) + (WeaponATK - MobDef) + RGN) x (1 + Elemental Factor) x (Oath Multiplier + Refine Multiplier + HP Multiplier) Whereas: RGN = 1 to WeaponATK/5 Refine Multiplier (at +9 refine): Weapon: 1.875 Body: 7.2 Additional: 5.4 HP Multiplier = 0 to 60 (depending on HP, lowest HP has higher multiplier) Oath Multiplier: My current multiplier is 136 and has seemed to have capped. It used to progress when I added more stats but has stopped just when I was trying to get the values, hence, I am unable to confirm which stats affects it and by how much. It seemed to have capped at 400stat points on my str (it might be possible that it also progressed with DEX and VIT). If this is true then the max oath multiplier is 210.475 (or just 210 for easy calculation) Let me know if this doesn't work for you so we can fix it accordingly. no physical penetration in the formula ? Yeah tested with dorry (+300). No effect. Fortis. No effect. I have yellow lines (physical+%) and there seems to be no effect. They all appear when I do auto attack but not in oath.
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Yazmat
Community Contributor
Pally Lv351 | Alchy Lv318
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Post by Yazmat on Mar 29, 2016 9:20:30 GMT
no physical penetration in the formula ? Yeah tested with dorry (+300). No effect. Fortis. No effect. I have yellow lines (physical+%) and there seems to be no effect. They all appear when I do auto attack but not in oath. so fixed melee (ex Dorry) doesn't count too ... I thought at least physical penetration from yellow lines works since skill is affected by mob Def... guess I was wrong ....
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Post by MiLiGRiTo on Mar 29, 2016 10:25:02 GMT
Yeah tested with dorry (+300). No effect. Fortis. No effect. I have yellow lines (physical+%) and there seems to be no effect. They all appear when I do auto attack but not in oath. so fixed melee (ex Dorry) doesn't count too ... I thought at least physical penetration from yellow lines works since skill is affected by mob Def... guess I was wrong .... I don't see where you get the notion. Melee+ is supposed to disregard mobdef (compute separately from mobdef or ignore def). And apparently it also ignores elements. Maybe you are confusing it with monk's shell break which considers mobdef.
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Yazmat
Community Contributor
Pally Lv351 | Alchy Lv318
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Post by Yazmat on Mar 29, 2016 10:43:27 GMT
so fixed melee (ex Dorry) doesn't count too ... I thought at least physical penetration from yellow lines works since skill is affected by mob Def... guess I was wrong .... I don't see where you get the notion. Melee+ is supposed to disregard mobdef (compute separately from mobdef or ignore def). And apparently it also ignores elements. Maybe you are confusing it with monk's shell break which considers mobdef. am not talking about melee+ >.< am talking about melee pierce (from heinrich & yellow lines for example, sorry that's what I meant by physical penetration -I got used to the bad google translation-)
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Post by MiLiGRiTo on Mar 29, 2016 10:55:40 GMT
I don't see where you get the notion. Melee+ is supposed to disregard mobdef (compute separately from mobdef or ignore def). And apparently it also ignores elements. Maybe you are confusing it with monk's shell break which considers mobdef. am not talking about melee+ >.< am talking about melee pierce (from heinrich & yellow lines for example, sorry that's what I meant by physical penetration -I got used to the bad google translation-) Yeah I get confused too. I treat them all the same (physical/melee/pierce) since they work the same. This unless they mention elements with it.
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