You know, the whole thing with ^0.X is really getting on my nerves IMC.
At one point it was just x and people tested it to be fairly random, based on equips, level and mob.
Then IMC said it was 0.8
Then they said it was 0.9
Now it’s released and it’s the first one, not 0.8 or 0.9
For my fencer vs a Cockatrice in fedi suburbs, no elemental damage, no additional damage vs x mob type, no weapon :
194 Attack
1010 Crit Attack
301 Def (Leather)
Normal Attack
47 Non Crit
315 Crit
194 * ( log10 ((194 / (301 + 1))^0.6 + 1) ) = 47.9
((194 * 1.5) + 1010) * ( log10 ((194 / (301 + 1))^0.6 + 1) ) = 321.5
Thrust (139%)
79 Non Crit
531 Crit
(1.39 + 0.25) * 194 * ( log10 ((194 / (301 + 1))^0.6 + 1) ) = 78.6
(1.39 + 0.25) * ((194 * 1.5) + 1010) * ( log10 ((194 / (301 + 1))^0.6 + 1) ) = 527.4
With Rapier equipped (same monster)
937~1004 Attack
1352 Crit Attack
301 Def (Leather)
Ingame damage with Normal Attack
654~721 Non Crit
1967~2055 Crit
1.25 * 937~1004 * ( log10 ((937~1004 / (301 + 1))^0.85 + 1) ) = 654~724
1.25 * ((937~1004 * 1.5) + 1352) * ( log10 ((937~1004 / (301 + 1))^0.85 + 1) ) = 1942~2061
So, who wants to be the brave soul to figure out how x is calculated in ^0.x? Since we’re back to that version of the formula now. Yay!
Also tempting to make a new formula thread since there’s still some distinction between % modifiers. For example, while armor modifier is additive (SkillFactor% + ArmorBonus%), things like Murmillo’s Cassis Crista are multiplicative (SkillFactor% * (100% + CassisCrista%))

