3.15-3.32 AA with multi target and large AOE like that’? when use "Ice blast"can aa at the same time?
4.05-4.15
5.55-6.00
8.30-8.50
Will be good if ask Dev about this?
3.15-3.32 AA with multi target and large AOE like that’? when use "Ice blast"can aa at the same time?
4.05-4.15
5.55-6.00
8.30-8.50
Will be good if ask Dev about this?
youll also notice that when it shows that it does damage i dont know what that “dodge” is, it is certainly not his ice blast spell. he must have some sort of elemental component on his gear or weapon that they are immune to (which displays as dodge but it’s basically absorb) I can’t know without seeing everything he has on and knowing all the attributes and buffs and buff attributes of everyone in his party. but that would be my guess. his 300 damage ice blast is hitting every single target that is frozen for full damage and is not missing.
edit: actually you know what, i think this is his party missing. i dont remember seeing party’s damage and misses but you can clearly see the other’s damage/dodges in this video. maybe it was an option, i didnt play with those that much this time.
4.30-4.50
I see it in this clip too
can’t be sure until dev comfirm it
ok so from observation here it happens when he casts the spell but they unfreeze before the damage connects. the way that spell works is if an enemy if frozen it “shatters” them dealing damage. but they have to be frozen. it looks like they are unfreezing mid cast and it’s still attempting to connect the damage. but also consider that this is from kCBT2 at best CBT3 changes the UI to paper backgrounds. maybe something changed between then and now. the current form is magic doesnt miss. this spell might be the exception when they are unfrozen as it doesnt attack enemies that arent frozen. it’s technically not about missing so much as the vulnerability type changing
edit: i see another possible thread that links them, ice blast deals damage to nearby targets as well, and it seems the dodges happen when there is an ice wall around, maybe the ice wall is immune to the blast aoe to prevent ice wall from being destroyed instantly or sending out an impossibly high amount of ice shards at once.
until i cant get someone to test all of these theories with one monster at a time 10-20 times each with no gear on i cant be sure of any of them. what i can be sure of is that someone on the kCBT3 server used their stat reset at level 100+ and went full dex and never crit, and many many people have gone full int and never missed. this ice combo seems to be an oddity not a regular thing. i couldnt tell you for sure until next beta
I’m save this in my folder for my future builds
Thanks
Sorry in advanced for my poor english
in my minds eye for a swordsman - your formula for crits looks like this:
= (((physical atk+skill atk+ atk bonuses - physical def) * 1.5 + critical hit damage) * type mod + “additional damage”)
I’m not sure how critical resistance works. Does it reduce critical hit rate or critical hit damage?
I read somewhere that using 2H swords add x1.1 to your total damage or was that exclusively for catar stroke?
Lastly; how does the 2H Sword mastery factor in to the damage equation?
Thread so long xD, I just want confirmation on how Magic is calculated, from what I read, the formula should be (M-attack + Skill attack) - Enemy’s M-def + % bonuses/attributes?
So for example, Lets say you have 100 M-attack while target has 100 M-def, you use level 1 energy bolt, which has a skill attack of 44, as for the bonuses, lets say you have the attribute that adds 100% damage, (100 + 44) - 100 = 44 * attribute bonus = your damage would be 88?
or does the bonus go before the target’s M-def? in this case, (100 + 44) * attribute bonus = 288 - 100 M-def = your damage would be 188?
Thanks in advance ^-^
energy bolt has a special modifire, it deals 150% of final calculated damage divided semi randomly between 2 hits. so if you add both hits youd see 132 damage total
we dont know how critical resistance works at the moment cause we did not have pvp in iCBT and there is really 0 way to determine critical resistance of monsters I think. catar stroke deals 10% more damage than the formula would give. as for 2 hand mastery iirc that’s the one that increases critical damage yes? it increases your “critical attack” stat by the number listed when using 2hand swords. it’s been a while and i couldnt find the description of the attribute.
For crit stat it seems pretty simple from what people say, it’s only:
YourCrit - EnnemyByPassCritStats = YourCritRateAgainstThisEnnemy.
Man, gods and goddesses will bless you with an everlasting life if you are willing to test all the resistances (including evasion) in the next CBT
@Delven nope, not that simple. Critical rate and critical chance are completely different variables.
I’m not talking aobut crit damages, juste about critical rates. But maybe i was a little too undefinite. So here again:
YourCritChanceStatFlatNumber - EnnemyByPassCritChanceStatFlatNumber = YourCritRateAgainstTheEnnemy.
Better? ^^
Yeah, mate, I’m not talking about critical damage either. In TOS, there’s a term called “Critical Rate” and the other being “Critical Chance”.
Critical chance = your flat/final number in percentage for the chance of you doing a critical hit per attack.
Critical rate = a character status which will go through a formula before being converted into critical chance. Critical resistance goes into that formula but there will be other variables to be calculated (which is still unknown/untested).
For example: your character have 300 critical rate. The enemy’s critical resistance status is 100. 300-100 = 200.
However, there will be neither a 200% nor a 100% critical chance in that case. Why? Because there are some other variables which are still undiscovered.
Well i wasn’t talking with the good names of the real stats of the game for this formula so that’s why, for me CritChance was the flat number and CritRate was the % number because in most of the games i played CritRate is the percent stat. But yeah it was sure there would be some additional variables 'cause it would have been too simple to get 100% crit or 0% crit against an ennemy ^^
this is what i mean by lacking information. if someone wants to datamine the formula…
Hey there! I’m now to this community, but i’ve played Ragnarok before (for nearly 7 years) And i was linked here through a friend of mine who was also a Rag player.
My question is simple. I’ve read in on of the posts above that the CRIT damage is a damage multiplier and linear.
Is this how the mechanics is going to be?
Or more like how ragnarok where, CRIT ignored DEF (Armour, not VIT Def) this had a lot more understandable mechanic that made sense in creating a build that need not have STR.
I would also like someone to point me to a data sheet/mechanic page/post that talks in detail about damages and damage multipliers.
Thanks
Rodnix
Thank you @jochris
Yes i’ve read the post. i was trying to confirm if this is the case. of having CRIT being a damage multiplier rather than a DEF penetrator.
It works both as a damage multiplier (x1.5) and a DEF penetrator in term of the additional “critical damage” status because it is calculated after defense reduction of the enemy.
Please note that “critical damage” is a separate status (which is affected by STR and some skill/equipment). Therefore, the first damage (x1.5), is not DEF penetrating. Only the additional “critical damage” ignores def.
@jochris, Ok. that clears some bit of the original confusion for me. Thx.
So there would be 2 separate boxes that would pop up, [CRIT] and [ATK Damage x 1.5].
Am I right in stating this?