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Old 05-16-2006, 02:14 AM   #1 (permalink)
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Weaponskill Modifiers?
I'm curious as to how exactly one figures out what Mods a WS has, Not just a site that lists them, but how to test for them on your own. Any tips?



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Old 05-16-2006, 11:22 AM   #2 (permalink)
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Re: Weaponskill Modifiers?
I don't know how Studio Gobli or those other guys do it, but I guess I'd use the following known formulae.

Quote:
WD = (D + fSTR + WSC) * fTP * Crit
Damage = WD * PDIF = ((D + fSTR + WSC) * fTP * Crit) * PDIF
Physical WS Damage Calculation:
WD: Base damage of your WS
D: Base damage of your weapon (e.g., Espadon = 43)
fSTR: difference between your STR and target's VIT
WSC: Secondary attribute like STR_30 (30% of your STR).
fTP: Multiplier (Please see chart below).
PDIF: (your ATK/target's DEF) for melee WS there is a damage cap on PDIF of 2.4, for ranged WS it is capped at 3
If it's a single-hit WS, it's easy. Just fight a level 1-10 mob when you're high enough.

D is static.
fSTR can be capped at your STR - 1 if you have a high-level BLM Drown the mob.
WSC is what you're trying to find.
fTP can be determined with enough tests.
PDIF is capped at 2.4 or 3.0, depending on ranged or melee.

If you WS the mob at ~100% TP 20 times, you can get an average damage. Do this 20 more times at ~200% TP and 20 more times at 300% TP. This will allow you to determine fTP.

Example, if you use a single-hit WS at ~100% TP 20 times on a level 5 mob with 60 STR with a 50 damage Great Katana with no crit and the damage averages 720, you can view the following.

720= WD * 2.4 = ((50 + 59 + WSC) * fTP * 1.0) * 2.4
300 = (109 + WSC)*fTP, for ~100% TP

Then when you do it 20 times at ~200% TP and the average damage is 1080, and 20 times at 300% TP and the average damage is 1440.

450 = (109 + WSC)*fTP, for ~200% TP
600 = (109 * WSC)*fTP, for 300% TP

You can establish that fTP at 100% is 2.0, fTP at 200% is 3.0, and fTP at 300% is 4.0.

So, looking back at the 100% TP example,
300 = (109 + WSC)*fTP, for ~100% TP
300 = (109 + WSC)*2.0
150 = 109 + WSC
WSC = 41

If you have 60 STR and 57 DEX, then at first glance STR_40% and DEX_30% might work, because STR_40% is 24 and DEX_30% is 17, for a total of 41. But being that it's just a guess, you need to vary them each separately to isolate them as variables. Leave STR at 60 and add 10 DEX. Then remove 10 DEX. Or leave DEX at 57 and add 10 STR. Then remove 10 STR.

Unfortunately, it's not something a parser can do for you. It's a LOT of testing and hand work.



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Old 05-19-2006, 11:34 AM   #3 (permalink)
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Re: Weaponskill Modifiers?
Ah, thanks, that helps alot. Just another question, though... I've heard that the amount that STR can be applied is capped by the D rating on your weapon. Am I to assume that this isn't true during a weaponskill?



Also, I was going about doing this, but Drowning the mob doesn't really make sense... Did you mean Choke (VIT down)?



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Last edited by NeoSuplex : 05-20-2006 at 02:42 PM. Reason: Another question
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Old 05-26-2006, 04:12 PM   #4 (permalink)
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Re: Weaponskill Modifiers?
Originally Posted by NeoSuplex
Ah, thanks, that helps alot. Just another question, though... I've heard that the amount that STR can be applied is capped by the D rating on your weapon. Am I to assume that this isn't true during a weaponskill?

Also, I was going about doing this, but Drowning the mob doesn't really make sense... Did you mean Choke (VIT down)?
Yes, you're correct. fSTR caps at (D/9) + 8. fSTR2, for use in ranged WSs, caps at twice was fSTR caps at. In the case of ranged WSs, D doesn't include arrow damage.I had overlooked this, so Choking the mob would be unnecessary if your fSTR is capped.

And yes...Choking not Drowning. The sentence was concerning fSTR and I wasn't paying attention. XD



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