Tree of Savior Forum

So how can Musk 2 deal 120k per hit with Covering Fire?

I believe I have seen that video with a Musk dealing 120k per hit. It involved 8 Glass Mole cards. Too bad that video is buried in my daily youtube history so there is no way to reach that person whom made it anymore.

Tbh, I haven’t tried any other Archer build other than QS3. Basically, I have little to none knowledge about Musk. Therefore I’m here asking experts how to deal 1.2m (or something close to that number) in just a single Covering Fire.

A few assumptions:

  • Build: A2>R1>Sc1>Ro>Falc>Musk. Just 10% less Missile damage than a R3 build.
  • Stat build: Hybrid
  • Weapon: +15 Finisher, stage 5 Transcendence. Toss this in just to make that number and the lulz. My current dream.
  • Cards: 8 Glass Moles
  • Crit rate: always crit. 100% all the time.
  • Buttstroke: ON

On another note, is it a good idea to max Covering Fire? And where is the 150% modifier placed in the damage formula?

Tks

Oh well, I did some calculation by myself. Assuming:

  • Total 400 Str = 730 pAtk
  • Stage 5 transcended +15 Finisher = 1555 Atk (averaged)
  • Lv10 Covering Fire = 1404 Atk
  • Target def = 0
  • Crit atk is ignored
  • Always crit = 1.5
  • Skill damage modifier is additive= 1.5
  • Steady Aim lv5 = 0.1
  • Buttstroke = 1
  • 8 lv10 Glass Mole cards = 1.8
  • Lv100 attribute Covering Fire = 2

[(730+1555)1.8+1404](1+1.5+0.1+1)21.5 = 59.583 per hit

[(S.atk +w.atk) * (8 Glass Moles)] * Skill damage * (base mod + skill mod + lv5 Steady Aim + Butt stroke) * lv100 Attribute * Crit

So in order to reach 120k per hit. We will need over 3.5k pAtk alone since Glass Mole being a T0 modifier. That’s over 2,000 Str invested or something similar from your weapon. Good luck with that.

The good thing is you can easily deal about 500-700k every 15s. Just Butt Stroke your target, drink your Varnalesa and use Covering Fire.

Fun stuff, Scout Cloaking will add 50% more Patk and will add up with Glass Mole to 2.3 modifier since both of them are T0 mods. This further boosts the final damage to 72k per hit

Credit to @Reilet for the formula

I posted it on another thread.

here’s the vid:

She is A2 Ranger3 Rogue1 Musket2.
Maxed steady aim.

Her vs siaulai golem:

Her vs crystal mine mission bosses:

1.5~2str:1dex, 0 CON.

150% modifier is used at the end of damage calculations.

So in order to hit 120k per hit we need:

(120k / (1.5 * 2.2 * enhance * 1.5) - skill dmg) / 1.8 = 12.6k ~ 6k

First number is when enhance attribute is 0 and second is max. This is after defense is calculated


But, I see her doing 70k covering fires so…

7.1k ~ 2.7k


This is with lvl 10 covering fire and after defense

2 Likes

I saw a few confusing number in this equation of yours. First is the number 2 right after 120k (oh, nvm it was buttstroke attribute). And how did you arrive to 2.9k patk?

skill dmg not multiply with anything? how sadly.

btw (2 * enhance * 2.5 * 1.5 * 1.2) - skill dmg) << 2,2.5,1.2 =2.7 if additive?

Stats (lv 100 enhance covering fire, 2k attack) :

Her skillbuild:

1 Like

(120k / 18 - 1404) / 1.8 = 2.9k

(Total damage / (buttstroke * enhance * skill mod * steady aim * crit) - skill damage) / 8 glass mole

Well that’s wrong anyways. It’s this:

120k / (3.7 * enhance * 1.5) - skill dmg) / 1.8 = 11.2k ~ 5.2k

(Total damage / ((buttstroke + skill mod + strady aim) * enhance * crit) - skill dmg) / 8 glass mole

@thedojin

Whoops it’s actually 3.7. (It’s really late)

Sorry it wasn’t really explain. It’s still multiplicative but some parts are additive.

For instance crit, t1, T2, t3, enhance when put together are multiplicative hence the 1.5 and enhance value but the other numbers are all T1 values which are 100%, 150%, and 20% (which is also 2, 2.5, 1.2 multiplier numbers)

When adding these other percentage together because they are all T1 we get 100% + 150% + 20% instead which is 270% (or 3.7)

The end result looks like this 3.7 * crit * enhance = 11.1 ~ 5.5

Instead of all that multiplied together to get 18.

Also, i’m only reversing the damage formula. Skill damage is being multiplied by crit, enhance, and the T1 mods.

@greyhiem

Hah, max enhance and 2k p-atk. That means t# of their respective number adds up. Aka, a mix of additive and multiplicative mods. Well I was pretty spot on then.

2 Likes

Tks for the clarification. So Buttstroke, Covering Fire modifier and Steady Aim only amplify pAtk? I need to do my calculations again

Just like hips, reilet’s math doesn’t lie.
It’s good to have confirmation. Luckily I found the musketeer stats.

They do. I was taking the damage formula and doing it backwards to find the required attack for those final numbers.

Essentially, what everyone is more used to seeing is this:

(P-atk * glass mole + skill dmg) * crit * T1 * enhance = final damage

(2k * 1.8 + 1404) * 1.5 * 3.7 * 2 = 55k

1 Like

From info of mr.greyhem.

none additive
gm card (20001.8) = 3600
skill mod 3600
1.5 = 5400
skill dmg 5400+1404 = 6804
skill enhance 68042 = 13608
buttstroke 13608
2 = 27216
steady aim 272161.2 = 32659 none crit
crit =32659
1.5 =48988
11hit = 538868

alt
steady aim lvl5 27216*1.1 = 29937 none crit / 44906 crit
11hit = 493966
none steady aim 27216 / 40824 crit.
11hit = 449064

is it right? almost same in golem/mine clip

now we can see how powerfull of steady aim

According to the TOS master guide damage formula which I have always been using.

[[(ATK + ATKSKILL + AMP) × T0 − ((DEF − DEFDEBUFF) × LVPENALTY + RESELEM)] × CRIT + CRITATK + ATKELEM + ATKTYPE] × T1 × T2 × T3 × ENHANCE + BONUS

Skill damage is also amplified by T1 and above modifer. This also means Buttstroke, Covering Fire modifier, Steady Aim and Glass Mole do increase skill damage instead of just pAtk.

Edit: Correction. Not Glass Mole. This is the first time I have known about Glass Mole being a T0 modifier that only amplifies pAtk. This is both surprising and nice

A little off, but very close.

If none additive
Card: 2k * 1.8 = 3600
+skill dmg: 3600 + 1404 = 5004
*crit: 5004 * 1.5 = 7506
*skill mod: 7506 * 2.5 = 18,765
*steady aim: 18,765 * 1.2 = 22,518
*buttstroke: 22.518 * 2 = 45,036
*enhance: 45,036 * 2 = 90,072

But since grey found the stats, it’s a mixture of additive and multiplicatives so it actually looks like this

Card: 2k * 1.8 = 3600
+skill dmg: 3600 + 1404 = 5004
*crit: 5004 * 1.5 = 7506
*T1 (buttstroke + skill mod + steady): 7506 * (1 + 1 + 1.5 + 0.2) = 27,772
*enhance: 27,772 * 2 = 55,544

@hienng1991

Sorry i read your comment as “those things dont affect skill dmg?” instead. But yes that’s correct. It’s what I did as well.

I’m kind of going off on my own expecting people to know what i’m talking about since it’s late

2 Likes

I am so happy you are doing maths on these forums, reilet.
Glass mole is really nice for musket2, 6s duration is sufficient to use all burst skills.
edit, better cycle:
Swift step, butt stroke.
Steady aim.
Charge covering fire & use SP pot to activate mole once you release covering/during charge bar.
Snipe > 2*headshot > penetration shot > triple fire.

I assumed Glass Mole amplified the equation as a T1 and above modifier. Turned out it just amplies pAtk similar to Skyliner

Oh, That’s fine; most people thought that as well.

@greyhiem

i feel like cloaking will bring slightly more damage than another rank of ranger imo. Even if it’s only for one hit (use it on snipe or headshot)

1 Like

I am worried about cloaking resetting boss aggro -> boss regen HP. It could work if you have a pet near.

Cloaking physical damage boost & her 100% enhance skills at PvP is likely to oneshot most squishy. Headshot is even auto-targeted, unlike snipe. However she is 100% PvE.
note cloaking physical buff is 1.5 your physical attack only.

Hmm, well I guess it depends in the situation.

Since Cloaking boosts your pAtk by 50%. I assume it will add up with Glass Mole similar to how Butt Stroke, Steady Aim and skill mod interact with each other