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Axantucar

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  • "Axantucar" started this thread

Posts: 2

Location: Netherlands

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1

Thursday, October 6th 2011, 7:43pm

Magical Damage vs. Magic Attack

Hello everyone,

I've had a discussion with a mate of mine (Mage/Priest) and we were wondering what was more effective, a gain in Magical Damage or a gain in Magical Attack?

For example, he has a Root of Nightmares which gives 3k mdamage and 2k mattack. I told him to get a staff with 4k mdamage but 1,5k mattack.

He was worried that it would gimp his damage output, since it was a loss of 500 magical attack. But i thought the gain in magical damage would more then compensate that.

Which is true? Which is better? Magical Damage or Magical Attack?

Greetings,
Axantucar
~Axantucar~
Macantacht
W/R/K ~ 67/5x/13

DWibbie

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Thursday, October 6th 2011, 7:47pm

Magical Damage is better. Always go for this above everything else. Best staff in the game is Puppet Queen now and with T10 +16 you can get 8K magical damage.

3

Thursday, October 6th 2011, 8:49pm

Well this has been an ongoing question for a long time but one of my guildies tested this out and spent a ton of gold and diamonds to do so. Magic damage is almost always going to be better then magic attack unless u dont cross the soft cap for magic attack. Basically saying if u dont have enough magic attack to do enough damage, having more magic damage wont matter. His test was to see if a m/r would do more damage then a m/w since the m/r can have 2 weapons tier to gain more mdam but the m/w has beserk and increase his magic attack by i think 36% or somthing close to that. the weapons he tiered were a puppet queen t10 and a GC hard mode dagger and one hand wand t10. The m/r had about 600 more mdam but a lot less magic attack. He tested this out for a few GC hard runs and found that the m/w did about 25-35% more damage during boss fights since he was breaking the magic attack barrier and this would be magnified in SC. So it all depends if ur breaking the magic attack soft cap which is in the neighborhood of around 75-85k which i think he gets up to about 90-100k ro some where close. Oh and he also quite frequently out dpses most of the party other then a few OP people.

4

Friday, October 7th 2011, 2:12am

You can stat mattk. You can't stat Mdam. Therefore you always want to take every chance you get to increase mdam.

Mattk is very simple: if you have less than the target has mdef you see a fairly significant redunction in damage. If you have more mattk than the target has mdef, then any more mattk is going to hit diminishing returns in damage output.

And... again, you can stat Mattk. So do that if you need it.

5

Tuesday, October 11th 2011, 4:58am

Utterly delicious that after years, people are still asking this question.

Quoted

The insane gear-modding feature has that one-percent spending oodles of cash regardless of whether they can do the content without it. Why? Because RoM created an awesome system that lets players become as super-powered as they see fit. There are already groups of players that can down Manticos in as fast as five seconds. That's far above what's needed to be able to experience that level of content.

6

Tuesday, October 11th 2011, 6:23pm

qft Suz.

Axantucar

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7

Thursday, October 13th 2011, 11:56am

Thank you for the responses, it's clear for me now.
~Axantucar~
Macantacht
W/R/K ~ 67/5x/13

8

Thursday, October 13th 2011, 12:21pm

Why is everyone in US forum always talking about that it is important to hit the here so called "softcap" ?

Actually when you break this "softcap" (where I guess you simply mean the defense of enemy), the only thing which happens is that the formula of the factor changes which is multiplied with the maximum possible damage.

More Attack is always better, no matter what happens, just the increase gets lower and lower.

The only real cap you need to break is 1/5 of enemy defense, cause if you are below, you do minimum damage (10% of maximum damage)

So factor is basicly:

0,1 if attack < 0,2*def
0,5*attack/def if 0,2*def < attack < def
1-0,5*def/attack if attack > def

So nothing really special happens at this "softcap". You will only notice that more attack is getting quite useless, when you are FAR above the def of enemy, but you will never have this situation on endgame instances :)
Druffbaum W/Wd/S and Baumschmuser D/S

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9

Thursday, October 13th 2011, 5:19pm

Quoted from "andreasels;474158"

Why is everyone in US forum always talking about that it is important to hit the here so called "softcap" ?

Actually when you break this "softcap" (where I guess you simply mean the defense of enemy), the only thing which happens is that the formula of the factor changes which is multiplied with the maximum possible damage.

More Attack is always better, no matter what happens, just the increase gets lower and lower.

The only real cap you need to break is 1/5 of enemy defense, cause if you are below, you do minimum damage (10% of maximum damage)

So factor is basicly:

0,1 if attack < 0,2*def
0,5*attack/def if 0,2*def < attack < def
1-0,5*def/attack if attack > def

So nothing really special happens at this "softcap". You will only notice that more attack is getting quite useless, when you are FAR above the def of enemy, but you will never have this situation on endgame instances :)


When we talk about the "soft-cap" we're not talking about the equation change point. We're talking about the point at which more mAtk gives less additional damage than more mDam. That's why it's a soft-cap. By contrast, a "hard-cap" would be a point at which more mAtk gives zero additional damage.

To illustrate: Say you have two bonuses, +20% mDam and +20% mAtk, which are mutually exclusive. For the sake of simplicity in the illustration, we'll disregard sDam. We'll use the [Flame] skill and assume a 60% Fire Mastery bonus and 15% Vahtos bonus. mDam = 5,000 and target's mDef = 10,000.

Basic formula sans sDam: 5,000 * 1.60 * 1.15 = 9200 base damage (before mAtk vs mDef).

Source code

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mAtk   mFact   totalDam
 5k    0.500   4600
 6k    0.600   5520
 7k    0.700   6440
 8k    0.800   7360
 9k    0.900   8280
10k    1.000   9200
11k    1.091   10037
12k    1.167   10736
13k    1.231   11325
14k    1.286   11831
15k    1.333   12263


Now, lets look at the mAtk vs mDam bonuses

Source code

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totalDam   mDam_Bonus   mAtk_Bonus
 4600       5520         5520
 5520       6624         6624
 6440       7728         7728
 7360       8832         8832
 8280       9936         9881
 9200      11040        10733
10037      12043        11430
10736      12880        12011
11325      13587        12502
11831      14194        12923
12263      14720        13288


The mathematical point at which they go from equal benefit to mDam winning out is when mAtk/mDef = 0.83333. If mAtk/mDef is less than that value, then a 20% bonus to either is the same. But if mAtk/mDef is greater than that value, the mDam bonus gives greater return. You'll note that the mAtk column still continues to grow, but at a lesser rate than the mDam column.

For the OP's question, it depends on the total mAtk and mDef. If total mAtk / total mDef <= 0.83... then either weapon is the same. But if mAtk /mDef > .83, then the weapon with greater mDam is going to be better.

10

Friday, October 14th 2011, 9:05am

Quoted from "midknight129;474228"

When we talk about the "soft-cap" we're not talking about the equation change point. We're talking about the point at which more mAtk gives less additional damage than more mDam. That's why it's a soft-cap. By contrast, a "hard-cap" would be a point at which more mAtk gives zero additional damage.

To illustrate: Say you have two bonuses, +20% mDam and +20% mAtk, which are mutually exclusive. For the sake of simplicity in the illustration, we'll disregard sDam. We'll use the [Flame] skill and assume a 60% Fire Mastery bonus and 15% Vahtos bonus. mDam = 5,000 and target's mDef = 10,000.

Basic formula sans sDam: 5,000 * 1.60 * 1.15 = 9200 base damage (before mAtk vs mDef).

Source code

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mAtk   mFact   totalDam
 5k    0.500   4600
 6k    0.600   5520
 7k    0.700   6440
 8k    0.800   7360
 9k    0.900   8280
10k    1.000   9200
11k    1.091   10037
12k    1.167   10736
13k    1.231   11325
14k    1.286   11831
15k    1.333   12263


Now, lets look at the mAtk vs mDam bonuses

Source code

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totalDam   mDam_Bonus   mAtk_Bonus
 4600       5520         5520
 5520       6624         6624
 6440       7728         7728
 7360       8832         8832
 8280       9936         9881
 9200      11040        10733
10037      12043        11430
10736      12880        12011
11325      13587        12502
11831      14194        12923
12263      14720        13288


The mathematical point at which they go from equal benefit to mDam winning out is when mAtk/mDef = 0.83333. If mAtk/mDef is less than that value, then a 20% bonus to either is the same. But if mAtk/mDef is greater than that value, the mDam bonus gives greater return. You'll note that the mAtk column still continues to grow, but at a lesser rate than the mDam column.

For the OP's question, it depends on the total mAtk and mDef. If total mAtk / total mDef <= 0.83... then either weapon is the same. But if mAtk /mDef > .83, then the weapon with greater mDam is going to be better.


Hmm, ok but since the foods also got fix bonus, it depends much on how high is your base damage and attack, which one is better, so you can't say in general what is the "soft cap" of a specific instance, but only what is the cap for the specific player in this instance.
Also it depends, if you got others with you in party, which put Sapping Arrow or so on the Boss.

I would just always use damage food, unless you got really low attack ^^
Druffbaum W/Wd/S and Baumschmuser D/S

Server: EN(PVE) Macantacht
Guild: Blackhand