Didn't test anything you have in this post, but wanted to give you an equation that has been tested time and again as the working mDmg calculation for RoM. Yours might be close to this info or even the same, no idea. Worked the last two days with no sleep and heading to bed, just popped on here and saw this thread... anyways... The last time I tested this one was May 8th, 2013
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Quoted from "EntropyKnight;511497"
I know there have been several cases of upper-game mages feeling
neglected as archetypal crowd-control and utility combatant ever since
chapter III, due to their spells' negligible damage scaling. I propose
the following to potentially eliminate this problem:
Correct me if I'm wrong here but it seems as if calculations are as follows (or at least remarkably similar to):
Given:
D (Damage Output); MA (Magical Attack); PA (Physical Attack); MD (Target
Magical Defense); PD (Target Physical Defense); MDmg (Magical Damage);
PDmg (Physical Damage); SFact (Skill Damage Factor); DPSFact (DPS
Factor); CT (Casting Time); Atr (% Attribute Factor)
Magical: D = (MA/MD) * (CT * (MDmg + SFact)) + Atr
Physical: D = (PA/PD) * (CT * (DPSFact + SFact)) + Atr
Using these formulae it occurred to me that while the % Attribute Factor
is applied outside of Attack/Defense modifiers, the implementation of
these factors where they are in each formula doesn't grant the poor
mages much relief other than doing (assuming 10k intel on a 30% factor) a
mere 3k damage even if their Magical Attack is a colossus by
comparison to the target's Magical Defense. What I propose to this end
to ultimately balance the fact that a caster's skills will never be
able to functionally rely on their weapons' DPS', the individual skills
could perhaps be made to have a progressive % Attribute Factor and the
Magical Output formula reworked as follows;
D = (MA/MD) * (CT * (MDmg + SFact) + Atr) Or, alternatively for even greater output;
D = (MA/MD) * (CT * (MDmg + SFact + Atr))
--This second option would include the Casting Time multiplier on the %
Attribute Factor as well as applying the Attack/Defense modifier, as
opposed to only the Attack/Defense modifier.
The resulting implementations should at the very least, if a % Attribute
Factor were introduced into the full Mage's arsenal, amplify output to
hold them up to par for being a significant source of damage in
parties, as they appear to be originally intended.
This post has been edited 1 times, last edit by "achilleas1" (Mar 3rd 2014, 6:45pm)
This post has been edited 2 times, last edit by "Darwec" (Apr 24th 2014, 5:29am)
darwec, is the 120% including the base 30% crit damage bonus? in the formula you stated, it is. if you have an extra 120% crit damage just on rings/food/etc alone,, then your crit modifier would be (1.3+1.2) = 2.5
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im sure you thought this explained it in laymans terms it did not but that okay, its not all that important.
This post has been edited 1 times, last edit by "Darwec" (Apr 24th 2014, 5:36am)
from original posting. So 2 +16 rings + caviar is 1.3 + 1.1(approx) + .1 = 2.5 --> used in formulat you get "multiply by 2.5 when critting"
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Crit_mod = 1 + 0.3 (base) + X (any other crit mods u have: rings-skills-buffs)

