In the old formula, which I simplified into this:
{
({(Skill Attack + Attack) + [random(0% … 100%) * Magic Amplification] * (100% + T0)} - “DEFENSE”) *
[100% + (0 or 50% if crit)] + (0 or Critical Attack) + (Extra Elemental Attack) + (Enemy Specific Damage)
} * (100% + T1) * (100% + T2) * (100% + T3) * (100% + Enhance) + Bonus Damage
Crit Attack would be multiplied by:
- Skill % Modifier (there already were some skills with %)
- Skill Attribute
- Final damage modifiers (like “Quick Cast Attribute”)
- Enemy armor type or dimensions
New formula is:
damage = (% factor) x attack x log10 ((attack / defense + 1)^0.x + 1) + additional damage
Yet it doesn’t factor in “Crit, Critical Attack, Extra Elemental Damage” and all the others stuff
I’m pretty confident that the given “damage” formula is just the basic damage calculation of “Attack vs Defense” PRIOR to the other final factors:
- Skill Attributes
- Final Damage Modifiers
- Enemy armor
I guess they either implied Critical Attack in the first multiplication (% factor) or it does either multiply at the end for that same “% factor”.
The only difference would be the influence of the “Log” on critical attack or not, but that’s irrelevant to the most important thing which is Critical Attack to multiply with those final factors. (% factor mainly).
I’d say that based on the stats we’ve been told up to now:
- 10 STR = 25 P. Atk
- 10 DEX = 62 Critical Attack
Given that P.Atk becomes “150%” when it lands a critical hit, DEX would be better than STR in either single hit or multi-hit skills if the critical chance is > 50~51% or so, else STR would win.
Unless they made Critical Attack to multiply not with anything but just add flat… in that case… well, it’d be more likely no use for any skill unless they’d have a < 100% multiplier (or even lower), but it would sound crazy and not effective at all.