MapleStory Guide: Official Spearman, DK, and DrK Guide
Comments: 205, Likes: 34
Comments: 205, Likes: 34
Jan 01 2014
updated it to red as soon as red hit, but people apparently read this thing to check if the guide is updated? Instead of the massive banner at the top of the page; so now i'm saying here too that the guide is updated.
May 31 2012
fixed a derp on the skills
May 30 2012
edited training spots, still got to add links to the new places.
May 30 2012
May 30 2012
edited polearm vs spears
May 30 2012
updated common abbreviations
Dark Knight Guide: RED
Introduction to Darkness
Welcome young explorer! What a horrible night to have a curse isn't it? aah, but the dark knight class has some of the most amazing curses you could possibly imagine!
Starting as early as second job, you'll receive skills with a range so large, you'll one day find yourself at level 250 and they'll still be on your keyboard. moving on to third job where you'll gain a massive boost to your damage, and the ability to drain the enemy dry of their health while you recover yours; and finally fourth job, where death herself becomes your ally by reviving you from a lethal attack, healing all your HP, and making you invincible for a certain amount of time.
Needless to say, this will take effort and time, and my job here with this guide is to help you reach this goal the fastest way possible. But heed my words: this damage is worth nothing if you don't have fun with it, this is after all a game and the purpose of any game is to have fun with it.
General Dark Knight information and inquiries
This section will cover general information that is good to know before starting your Dark Knight, namely what are the benefits and downsides of the class, which kind of weapon should one use, and whether being an ultimate adventurer Dark Knight is worth it or not
Pro's and Con's of playing a Dark knight
We got plenty of changes with the RED update which fixed most of our flaws, but in doing so it created a few new ones, and left some previous ones untouched, here are some of the most significant pro's and con's of being a Dark Knight:
Pro's of the Dark Knight♠ Great attacking distance for a warrior
♠ Amazing healing system, which pretty much makes you not use HP pots.
♠ Very stable damage, due to 90% mastery, and criticals also having a stable min and max damage
♠ Lots of critical hits due to an 85% chance once maxed, for those that like big, red numbers
♠ Highest warrior HP when using hyper body, except for Demon Avengers.
♠ Hyperbody being a party skill helps some classes survive better and Avengers deal more damage
♠ Several sources of PDR ignore, and good amounts of it too.
♠ Ignores death with a skill that triggers automatically and also grants invincibility
♠ Huge attacking range on most of our skills leaving even some mages and thieves behind
♠ Massive amounts of damage increases that affect all our skills, starting as early as third job
♠ Magic crash allows us to prevent a boss from casting it's most dangerous buffs
Con's of a Dark Knight♠ Lack of a skill which reduces damage taken from magical attacks
♠ We lost sacrifice, only skill in the game that allowed you to ignore all defense with every strike
♠ We get so much total damage from skills, that the effectiveness of boss damage potentials is greatly reduced
♠ Skills with cooldowns, meaning a badly timed dispel will lower our damage significantly
♠ On that same line, the cooldowns don't allow us the use of our best skill all of the time
♠ We can't ignore physical resistance, unlike our paladin friends
♠ Lack of a shield means that we have one less equip to scroll with attack
As you can see, our con's aren't THAT big of an issue but some can get a bit troublesome at times, mainly the cooldown one, and if you're very funded or battling hard enemies, the boss damage, sacrifice and physical resistance ones are gonna be very annoying. Some of these can be worked around or aren't as important as they once were however.
Polearms and Spears... What's the deal?
You've seen the pro's and the con's of the class and thought "yea, this is for me!" so now you're here wondering which weapon you should use, what's the difference between spears and polearms?
Functionality wise... there's none. A spear and a polearm that have the same stats and speed will perform exactly the same, but most of the time this won't be the case; spears tend to have a lot more attack at higher levels while polearms feature lower attack but a faster attacking rate, so the new question would be which is best, more attack or more attacking speed?
I'll always recommend the faster speed for one several reasons, some simpler than other, first being that attacking speed is much harder to get meaning that it's more valuable, on that same line the better geared you have the more attack you'll have which makes the bonus that the spear has much smaller in comparison.
For a more mathematical approach, a single speed increase (which is the usual difference between a spear and a polearm of the same level) is equal to roughly a 9% increase in damage. so if you had 200 attack with a polearm equipped, the spear would need to get you over 218 attack to be better, a dark knight has 70 attack from skills, comparing the spear and polearm with the highest attack in the game currently, the Terminus Warmonger (Lv. 160 Polearm, Fast speed, 161 attack) we end up with 231 attack, just from skills and a clean polearm, for the spear to be better you'd need to have 251 attack or more.
The Terminus Impaler has... 180 attack, which added to our previous 70 attack makes it 250 attack exactly.
So just because of the polearm's faster attack speed it becomes the better option in pretty much any situation, as you can see however the difference between the two when unscrolled is marginal so at lower levels I wouldn't fret over it too much and just use whatever I can get my hands on. Once you're ready to scroll your own weapon or buy one however I'd look for a polearm.
...But that's only from a purely perfectionist point of view however, inside the game you'll probably notice that polearm prices double and may even triple that of spears and that's also an important factor to consider, since buying a polearm could mean not being able to afford some extra gear that buying the more affordable spear would get you. We also have to compete for polearms with the Aran class which only helps to drive the price up.
So there you have the factors that determine what you should get, polearms being better with spears being much more affordable in comparison.
Let's Start! ...where to put the Ability points (AP)?
All right! You're hyped up, maybe got a spear or polearm set aside for your to-be Dark knight but now the question arises: where do i put my AP?
...I seriously hope you don't have that problem, but i gotta add this section because if not SOMEONE is going to ask the question
All your AP goes to STR, all of it.
Good we covered that part then! Now, you might think about adding some points into HP for x or y reason, i don't recommend this, your character will have plenty of HP to survive any hit that isn't made to instantly kill you, and the few things that deal enough damage to kill you will only do so because you weren't paying attention; not to mention as your equips get better you'll get more and more bonuses to your HP, increasing it by a fair amount.
the only point where i recommend adding to HP is if you're past level 197 and thus have 999 STR, meaning you can't add more. If you want to tank hits that you shouldn't be receiving then by all means go right ahead, DEX is another good choice, increasing your damage slightly with every point.
Common Terms for the Dark Knights
This section may not be useful to you now that you're just starting, but once you start to delve into the forums and mingle with all the other dark knights you'll notice that we use a lot, and i mean a lot of terms to refer to our skills; this because of how many skills we've had over the years and how long the names of most are, not to mention that people in the forums write these over and over and over again, so why not make it easy on ourselves and use acronyms and shorter terms to write faster?
Below you'll find a list with most of these words and their meaning, they will also be used in the guide when explaining certain skills and such so without any further ado:
DK - Dragon knight, our old third job
Zerker - Berserker, our new name for the third job advance
DrK - Dark Knight
PA - Polearm
CD - Cooldown, some skills need time to recharge.
"D" prefix - means decent, several skills have a D version to them obtainable on equips.
HB - hyper body, grants 60% hp and mp to the whole party.
SE - bowman skill "Sharp Eyes", grants critical hit chance and damage, real good for dark knights.
SI - buccanneer skill "Speed Infusion", increases your attack speed.
FA - Final Attack, does a free extra hit at a 40% chance.
ER - Elemental resistance.
Pull - Spear Sweep.
Crash - Magic Crash, very useful bossing move.
Sac - Sacrifice, may refer to the attack, or the new skill that absorbs Evil Eye.
Wisdom - Dragon Wisdom, now called Lord of Darkness but people may refer to it as wisdom.
Roar - Dragon Roar, old AoE skill, now replaced with Evil Eye Shock.
Shock: Evil Eye shock, people may still refer to it as roar.
Chain: Crossover chain skill, may also refer to our secondary weapon, berserker chain.
Impale, DI - Dark Impale, our main training move in 4th job, and later on bossing move.
Hex/Heal - Evil Eye's skills, "hex of the Evil Eye" and "Evil Eye's healing"
Res - Final Pact, people may refer to it as "res" due to it reviving you.
Zerk - also Final Pact, may be referring to our old skill berserk, which is now part of Final Pact.
Potato/Synthesis - Nightshade Explosion, because nightshade is a type of plant of which potatoes form part
Zak/Czak - (Chaos) Zakum, two bosses, but also used to represent the helms they give.
HTP/CHTP - horntail and chaos horntail's pendant, they give lots of all stats.
MoN - Mark of Naricain, an easy-to-obtain pendant that gives nice amounts of attack.
KMS vs GMS terms
here go the new skills, most people have known them by their translated name, so now that nexon has deleted an official (and different) name for them, this section should help ease the confusion.
Warrior Leap - War leap, not much change here
Piercing Through - Piercing Drive
Spear Pulling - Spear Sweep
Skills And Builds, From Warrior To Dark knight
Time to discuss what interests you most, the skills you'll use to level from a warrior to a full-fledged Dark Knight who'll inspires the fear of all in your path (and the fear of all the Gotham City villains).
This section will be divided in parts depending on which job advancement stage you're in, and then these will be divided into several parts too; a part with the game's description of the skills that are obtained at that Job, then the suggested skill build to follow, and lastly an explanation of why the skill build is like so along with any possible variations to the build that may also work if you prefer a different approach.
Let me remind you one thing however: This guide suggests the best skills and best skill order to level as fast as possible without getting any skills that won't be useful in the future, however if you want a skill that isn't recommended by all means feel free to get it since this is after all a -guide- not a rulebook... not to mention you'll have all your skills maxed once you reach 180 or so anyways.
So without any further delay, the Skill guide!
The Warrior: A Clean Slate
Starts with the Job advancement at level 10, ends at level 30
Iron Body: 20/20 Maxed
War Leap: 10/10 Maxed
Warrior Mastery: 15/15 Maxed
Slash Blast: 19/20
Reasoning and Other Builds
The first thing we max is War Leap because it will increase our movement speed by a great deal, not forgetting to put one point in Slash Blast to hit six monsters with increased damage for faster training; once Leap is maxed we get Slash Blast up to level 19 to make sure we kill the monsters in one hit, we don't max it because then we'd have to sacrifice a point from another skill, all of which we'll use until level 200 and beyond.
Afterwards we max Warrior Mastery for the stance rate and the speed increase while leaving Iron Body for last, since the defense boost is small and the HP bonus isn't really necessary at these levels, same goes for the damage reduction, which isn't really useful now but will once you start bossing later on your career
If this isn't your first character, you have good equips, link skills, or things of the sort and thus damage is not a problem, you can leave Slash Blast for later and max Warrior Mastery right after Leap.
The Spearman: Pole Arms Also Acceptable
Starts with the Job advancement at level 30, ends at level 60
Piercing Drive 19/20
Evil Eye 1/1 Maxed
Weapon Mastery 10/10 Maxed
Weapon Booster 10/10 Maxed
Iron Will 10/10 Maxed
Hyper Body 10/10 Maxed
Spear Sweep 20/20 Maxed
Final Attack 20/20 Maxed
Physical Training 5/5 Maxed
Reasoning and Other Builds
This stage is also very straightforward. We start by getting a point in Piercing Drive and Spear Sweep since they'll be our main attacking skills all the way to level 60, afterwards we get 5 points in Weapon Mastery so we can unlock Weapon Booster.
Weapon Booster allows you to attack faster and thus kill and train faster, i stop adding points once it's at level six since a duration of 2 minutes seems plenty, however if you don't feel comfortable with this amount or simply want to rebuff less often you're free to take it up to whichever level you want.
Once that's done we go back and max Weapon Mastery and then work on getting level 19 Piercing Drive which will be the skill we won't max as Spearmen for the same reason as before: the lost level is an incredibly small loss of damage but by doing so we won't sacrifice any of the other skills, all of which have uses well past second job.
Afterwards it's the turn of Physical Training followed by Spear Sweep, and then Iron Will to help mitigate the damage we receive a little bit; maxing Final Attack comes next for a bit of extra oomph on our attacks
Hyper body is left until the very end because as a warrior you won't be lacking HP anytime soon, and thus it's better to spend the SP in all of our damaging skills first. When you're done maxing Hyper Body go back to Weapon Booster and finish adding SP to it until it's maxed
Congratulations, you're done with the Spearman job! coming next...
The Berserker: Because Dragons Are Apparently Outdated (Never Forget)
Starts with the Job advancement at level 60, ends at level 100
Evil Eye Domination 4/10
Evil Eye Shock 20/20 Maxed
Hex of the Evil Eye 20/20 Maxed
Lamancha Spear 20/20 Maxed
Rush 10/10 Maxed
Cross Surge 20/20 Maxed
Lord of Darkness 10/10 Maxed
Endure 20/20 Maxed
Reasoning and Other Builds
Congratulations on reaching level 60! With that out of the way however it's time to explain some things i'm sure you're wondering.
for starters, why don't we max Cross Surge inmediately? The reason is because while Cross Surge doubles the damage you will inflict, Lord of darkness grants you a very high amount of critical and critical damage which means your damage will boost considerably. On top of this it also grants you the ability to recover up to half your health with every hit you do, and lamancha spear hits -very- fast so leveling lord of darkness first grants you both an offensive and defensive boost. add to this that Cross Over takes twice as long to max and the pro's of lord of darkness become simply too many.
Once lord of darkness is complete we inmediately move to Cross Surge, the damage increase is indeed massive and it will benefit all of your attacks. Then we move to Hex of the Evil Eye because 40 attack will increase your range by more than leveling lamancha, since most of the time you'll be spinning the spear over your head rather than throwing it and the damage increase per level on the spin is very small. After this we move on with lamancha spear to finish all of our main attacking skills
With our main skills maxed, it's time to move on to the secondary ones starting with Evil Eye Shock, the reason we don't max this skill earlier on is because even though the damage is fairly impressive it's range is only a fraction of what it used to be and now it can't even serve the one purpose it had: hitting platforms way above and below you. It still is however good damage and can help hit stuff that is a moderate distance behind you for example.
We move on to endure which will be one of our most used skills even if we aren't aware it's working, it's ability to stave off status effects proves invaluable at bossing which is something we won't see much at this point, but it will help if you're leveling via PQ's and the boss likes stunning for example. With that done we next max rush for the extra damage.
Evil Eye Domination will barely see any use and that's in the best-case scenario, this because the skills we earn in 4th job won't allow us to use this skill and things like Evil Eye Shock or buff require Evil Eye to be attached to you rather than free, plus the damage is quite lackluster even when this skill is maxed, and that's being nice about it.
The Dark Knight: Mansion and bat-related gizmos not included
Starts with the Job advancement at level 100, ends when you give up
♠ Due to a lot of misunderstandings on how gungnir's bonus damage works, here's a quick explanation: when using gungnir and ONLY when using gungnir, you'll receive an increase in total damage, not on gungnir's damage but total damage, the same kind of total damage granted by Cross Surge back in third job.
if you require a more thorough and mathematical explanation, check the [to be named and linked here section]
Skill Build Introduction
Before going to the actual skill build, i feel fourth job deserves a bit of an introduction due to how different it is from pre-RED dark knights, and even from most other classes. If you check the skills in the previous section you'll notice that dark knights have several skills that improve their damage: Final Pact, Weapon Mastery and Sacrifice mainly, and our strongest 1v1 skill has a big 8 second cooldown which renders it absolutely useless until sacrifice is maxed
...and all of these skills take 30 SP to max. Just to be able to use your bossing skill you'll need to level 20 times, to have it at maximum power you'll need another 20 levels to max Final Pact and mastery, and you'll still be missing the ability to use magic crash and won't have 100% stance either.
For this reason we've come with only one fourth job build, and it's a build designed with only one thought: leveling as fast as possible. Which means skills like gungnir and sacrifice will be left for much later since they barely help when mobbing, if at all.
It will be a tough road but it only makes the reward sweeter, and this guide is here to soften the road as much as possible, so with that out of the way here's the skill build:
Skill Build Part 1: Mobbing
Skill Build Part 1 ExplanationWe start straight from the beginning by adding one point to mastery for the big immediate boost in our minimum damage, and then we pump points into dark impale until it's maxed since it's our strongest mobbing move by far and at level 16 it gains a sixth hit increasing it's power greatly.
Final Pact comes next since it's a big boost to... well, everything! you get extra speed, extra chance to nail a critical hit, your critical hits now deal more constant (and thus stronger) damage, and you gain an extra 30% damage just for keeping your HP high which won't be a problem thanks to your third job skills.
Now, i'm aware of how boring this sounds, the above is a "damage first and foremost" build but if you want to (and i actually encourage it) put a point in both gungnir and sacrifice you're absolutely free to, using just 2 SP will still have you get dark impale's sixth hit at level 105 so the loss in damage is minimal, and you can start getting a feel for all of your main skills.
Those two skills out of the way it's time to max mastery so that your damage becomes stable and much more precise, followed by stance so that you don't ever have to reposition yourself due to knockback
Skill Build Part 2: Now it's Personal
Skill Build Part 2 Explanation
This is it, what you were waiting for, the 1v1 aspect of our class. we begin by putting one point in gungnir's descent (at level 139) to unlock the attack and then we max sacrifice ASAP since this skill is what allows us to use gungnir reliably without cooldown. That completed we max gungnir to finish the deadly combo and put a point in hero's will to escape seduce from bosses since at these levels you are at the perfect level to tackle bosses like horntail, you can add a point to hero's will earlier if you feel you need it but with the huge cooldown it has it's really more of a one save per boss attempt. it goes well with Final Pact however since it can save you if the revival effect is still on cooldown.
Then we max magic crash to prevent bosses from casting harmful buffs on themselves and afterwards we max hero's will. Congratulations, you're now set completely to boss.
lastly we max our other skills starting with Maple Warrior since if you're soloing it's a nice buff to your damage and then... well, there's really nothing else worth maxing but we'll do Revenge of the Evil Eye just to finish with all the fourth job skills plus it can help a bit when farming items and such i guess, but really by this point you can use your points on whatever you want, unfortunately we can't max skills from previous jobs anymore so you'll have to stick to 4th job ones.
Hyper Skills: Above And Beyond Normal Skills
What are Hyper Skills
Hyper skills are new skills that are unlocked as you level up past 140 and unlike normal skills you don't gain 3 SP every level up nor are able to get every hyper skill, this due to the fact that you only earn SP for them every 10 levels until you reach level 200 and also because the amount of SP you earn is very limited.
all hyper skills are divided into one of three groups: Passive, Supporting and Active. Passive skills are skills that like their name implies give a slight boost to some stat and are always active, stuff like +10% critical chance or +50 strength. Supporting skills improve the skills you already have, like increasing the damage done with a certain attack, or reducing the cooldown of a skill. And Active skills are skills that you have to use, all clases have 3 and it's usually an attack and two buffs, one of which is shared amongst most classes
Now, and here's the catch, all of these hyper skills take only one point to max and you'll only get 6 points for Passive skills and 5 for Supporting skills (you get 3 points for active skills and you only have 3 skills, so you're fine there) and to get all the points you must have reached level 200, not to mention some skills open up as late as level 198
now, passive skills are very straightforward and it's easy to know which are useful and which aren't so I won't bother listing them and will only list the Supporting and Active hyper skills.
Hyper Skills Recommendations.
Let's get the elephant in the living room out of the way: for your passive skills you'll want the one that increases Strength and the one that increases Critical chance, everything else is up to you, you can get the Dex one, the HP/MP ones, and one between speed and jump, or if you maxed those already magical defense is another possible choice.
...And as I said, you'll max all the Active skills so that leaves us just with the Supporting skills to sort out.
For starters i don't recommend you get any of the hyper body passives, instead of 20% more MP you can use a potion, instead of a little more duration you can simply recast it, and 20% more HP isn't gonna help you survive any hits you couldn't survive before. You can also use alchemy potions to raise your HP which is much more effective.
So that leaves us with six skills and five points. My recommendation is to max everything except "Final Pact - Cooltime Reduce" since the reduced duration doesn't help the skill much, if you'd rather have this skill no matter what however, you'd have to sacrifice either Gungnir's PDR increase or Boss damage increase; i recommend sacrificing the PDR if you only fight bosses with small amounts of defense, otherwise sacrifice Boss damage, a third choice is open however, if you somehow managed to max critical rate without the need for the Final Pact critical rate boost, if that's the case then by all means, skip that hyper and get cooltime reduce.
But normally, your Supporting hyper skills should look like this:
Gungnir's Descent: Guardbreak
Gungnir's Descent: Boss Killer
Gungnir's Descent: Reinforce
Final Pact: Reinforce
Final Pact: Critical Rate
and well, if you'd rather have a nice, level by level look upon how your progression goes, here's that:
140: Hyper Strength
149: Final Pact - Reinforce
150: Dark Thirst, Hyper Dexterity
160: Gungnir's Descent- Reinforce
170: Potato Explosion
174: Hyper Magic Defense
180: Gungnir's Descent - Guardbreak
190: Final Pact- Critical Rate
192: Hyper Health
198: Hyper Critical
200: Hyper Mana, Epic Adventurer, Gungnir's Descent - Boss Rush
Damage formulas! Or as most people call them: "Just tell me if i should get attack or str!"
Nobody likes math, nobody.
Nah, i do, but most people don't and unfortunately for them this game runs on math and every little thing on this game relies on it, so in this section i'll explain how different math-related mechanics work, these being crits, mastery, skill and boss damage, and most importantly, the damage formula. now that last one most people don't care about but if you want to know how much range you'll have with X and Y equips it's what you'll have to use.
Critical hits, Chances, Minimum and Maximum critical damage.
Allright, let's start with something simple and that we'll see very often: Critical hits.
Critical hits are pretty noticeable, instead of regular plain orange numbers, you get a larger, red number anytime you land one, and with around 65% critical chance from just your skills, you'll be seeing them plenty during your adventure... but how do they work?
It's pretty simple really, critical hits deal between 120% and 150% of the damage you'd have dealt normally. so if you always hit 100 damage a critical hit would be between 120 and 150 damage, easy enough stuff! but here comes the cool part. you CAN increase these numbers, which are known as your "minimum critical and maximum critical (or just "min crit" and "max crit" for short)
Now how do we increase our min and max crit damage? well, you're lucky in that regard because dark knights, once they max all their skills reach +45% min crit, for a total of 165% min crit... and now you're wondering, what happens if my min crit exceeds my max crit?
Before red, your max crit was a cap, if you had more min crit it was wasted but this is no longer the case. Now whichever is higher will act as the maximum multiplier and the other one will be the minimum multiplier. an easy way to see it is to just think of the numbers, if you have 200% min crit damage and 150% max crit damage, just think it like "my crits will go from 200% to 150%"
Other ways of raising these are via character deck cards, but those are pretty terrible granting 4 to 5 percent at best, and others are very expensive... because they come from cubing gloves all the way up to legendary where you can get +15% min or max crit. however, gloves have one of our most coveted upgrades: Decent Sharp Eyes (DSE for short)
DSE will not only raise our max crit by 15% (leaving us at exactly 165/165 min/max crit!) but it will also grant us an extra 10% crit chance so that we land criticals even more often. you probably figured it out by this point but criticals are a very big part of being a dark knight, and most funded dark knights out there will be waltzing around with 100% critical chance... so all they see is red numbers. This is achieved by combining several sources of crit chance like phantom link skill (10-15% more) adventurer rings (10-15% more, depending on the ring) and DSE (10% more) some get %crit chance potential too, but since it can only be obtained on weapons most people tend to prefer getting boss damage, PDR ignore or even %attack over crit chance.
Let's move on to mastery, i'm sure you've seen your skills in second and fourth job that say "increase mastery by XX%", but what exactly does mastery do?
Fairly simple, just look at your status window, and there look at your damage range; you'll notice you have two numbers, one larger than the other.
What mastery does is bring the smaller number closer to the large number, or using proper terms, your minimum range closer to your maximum range. Physical-Melee based classes (like warriors, buccaneers or xenons) all start with 20% mastery, which translates to their minimum range being 20% of their max range, that's a HUGE variation in damage you can deal! you may kill a monster in one hit, and the following one in 5!
In second job classes earn a skill that grants them 50% more mastery, getting them a nice 70% minimum range; and then in fourth they gain yet another 20% on top of everything making their minimum range 90% of their maximum range and thus making the damage much more stable and easier to do calculations with.
...And that's all for mastery really, it just makes your damage stable so that you kill stuff with very little variation on the number of attacks you throw, and while dealing a fairly constant amount of damage every time
Total Damage and Boss damage
Now this section here is one of the most important ones because it's an intrinsic part of our skills, but before explaining about skills and whatnot i find it better to lay down the foundation and explain how these kinds of damage increases work.
when fighting, you'll be dealing damage, this damage is considered your "100%", that is, the damage you normally deal. it can also be seen as a 1.0x multiplier (the same way criticals can be seen as a 1.5x multiplier of your damage, more on that later too) Total damage increases this multiplier, making you hit extra damage against everything.
An increase of 100% total damage would double the damage you normally do (your 100%, plus an extra 100%= 200%, or 2.0x multiplier). 200% total damage triples your damage, 300% quadruples it, and so on
Boss damage is exactly the same thing, but it only works on bosses as it's name implies. So if you had 100% boss damage, you'd deal your normal 100% damage on regular monsters, but on boss monsters you'd deal double
...So then what happens when you mix boss damage and total damage? they work together, but additively, what does this mean? say you had 100% total damage and boss damage. on normal monsters you'd deal 200% of your regular damage (100% base + 100% total damage) but on boss monsters you'd deal 300% (100% base+ 100% total damage+ 100% boss damage). this is important to know because it means that the more of both that you get, the less effective those same amounts will be in the future! the first 100% total damage will double the damage you deal, but then another 100% would only increase your current damage by 1.5, because you went from 200% to 300%, another 100% would be a 1.33 increase, and so on.
let it be noted however, that this additive stacking works only between these two stats! if you have 300% total damage and 100% boss damage, you'll deal 5 times your normal damage on a boss, and if you have a critical of 150%... instead of adding this number you'll multiply it like this:
BAM, a measly 50% crit damage gives you such a massive damage increase! equal to 250% more boss damage. this is something that being aware of can save you money significantly, you may want to spend a lot of money on something that increases your boss damage, when for the same value you could get a much stronger upgrade via critical damage, but to know which is better and what is good to upgrade you'll need the next section, known as...
The Damage Formulas and important damage information
Oh boy, here come the numbers. to make this section easier to understand, i'll list important points first, things you should know even if you don't use or know how to calculate with the damage formula, and then i'll go into the actual formulas, so:
Things you got to know
♠ Your range mainly depends on three things, Strength, %Strength, and attack. different values CAN give you the same result, so asking "how much str do i need to get 100k range?" is impossible to answer unless you provide your attack.
That's right, they all depend on each other, so don't ask this on the forums unless you provide all the info too, that being your current str, the amount of %str you have, and your current attack. it'd be even better if you calculated it yourself however, that's what the damage formula is for.
♠ Total Damage is additive with boss damage, this includes the total damage from most skills; for example, gungnir's descent has a hyper that grants 20% damage, and 20% boss damage, these are additive with each other and with total damage.
♠ %Attack potential affects -ALL- your attack, not just attack from the weapon, so it ill affect attack gained from potions, skills, and whatever source you can think of, except for inner ability attack, because nexon likes to make things overly complicated.
♠ %Attack grants the same damage bonus as %total damage of the same value. that's right, don't ask if 9% attack is better than 9% total damage, they're both the same on their own. However...
♠ %attack and %total damage multiply each other, so if you have 10% attack and 10% total damage, that'd become an increase of 21% in your damage, not 20%. it's a fairly minor difference with low amounts but it can be quite significant later on when you have 200%boss and total damage
this is the point where we realize that if we have to choose between upgrading boss damage or attack, we have to calculate which gives us the better increase, as i said, %attack is the same as %total damage of the same amount, but chances are you already have a lot of total damage, so the question becomes "should i get more total damage (which is additive with what i already have) or more %attack (which is multiplicative)?" the formula for that is a bit further down.
♠ Skill percentages are multiplicative with critical damage, total/boss damage, and your range (so you could say it's also multiplicative of %attack, which is part of your range)
so in very simple numbers if you have a range of 1, a skill that deals 200% damage, 150% critical damage, and 200% boss, you deal 1*2*1.5*2=6 damage on a boss
♠ PDR calculations are a complicated mess, thankfully for you your status window now displays your real PDR so calculating your damage on a boss is much easier, but if you want to know if getting 40% more PDR is better than 40% more boss you're opening a can of worms. how to figure that out is also further down but as a rule of thumb, the more defense a boss has the more important PDR becomes. and to fight chaos vellum which is the boss with the most defense it's recommended to have at least 85% PDR on your status window.
♠ Boss defense and physical resistance are two different things, the first reduces your damage by an amount specific to the boss, and can be ignored to a degree with PDR, Physical resistance on the other hand halves the damage you do, and can be ignored by being a Paladin. No that's not a joke, be a paladin or get your damage cut in half against bosses with this.
♠ And i'll add anything else i can think of or that gets suggested here.
Actual Damage Formulas: No witty title for this one, just serious math
quick note: "simple" formulas are easy and don't account for rounding and all that stuff which usually make very little difference, "complex" formulas are the way the game does them, includes rounding and everything, i won't go into these because firstly i haven't checked the rounding in a long time and secondly i don't have the time or the gear to do it again
Simple Range Formulas
-To calculate range, the simple formula is:
♠♠ Range = (Weapon Multiplier)(Atk)(Str*4+Dex)/100
♠♠ Minimum Range = Range*Mastery
♠ Weapon Multiplier: 1.49 for both Spears and Polearms
♠ Attack: Sum of all your attack from skills, pets, equips and whatnot, multiplied by your %attack.
♠ Str: Same as attack, but with your Strength stat
♠ Dex: Same as attack, but with your Dex stat
♠ Mastery: your total mastery from skills plus the hidden base 20%, with all skills maxed you have 90% mastery
This works for both clean and buffed range, it will be different from your status window range however
Status window Range:
♠♠ SWRange = Range*(PTD + crossover chain %)
PTD is your passive total damage, 9% total damage from your weapon, or 10% from your kanna link. but if your attack gives a total damage bonus it won't be counted, it's also useless for calculating damage against bosses since you need your Range only for that. Whenever i mention range in any formula forget this exists since it's only here for completionism.
♠♠ Max Crit Range = (Range)(High Critical Multiplier)
♠♠ Min Crit Range = (Min Range)(Low Crit Multiplier)
♠ High Critical Multiplier is whichever number is higher between your min and max crit.
♠ Low Crit Multiplier is the other one.
so if you have 165% min crit damage and 150% max crit damage, your high is 165%, your low is 150%.
♠♠ Raw Skill Damage = (Range)(Skill Multiplier)(Final Pact Multiplier)(Crossover Chain Multiplier)(Total Damage + Skill Hyper Reinforce skills)
♠♠ Raw Boss Skill Damage = (Range)(Skill)(FP)(Chain)(Total Damage + Boss Damage + Skill Hyper Reinforce skills)
♠ Range refers to your Range, Min Range, or Crit Ranges, depending on if the hit is a crit or not
♠ Skill refers to the skill multiplier, for example, maxed dark impale is 280%.
♠ Final pact multiplier is the damage multiplier on final pact, if you have the +20% from the hyper it's counted here (so ad 20% to whatever the skill says)
♠ Total Damage is the sum of your total damage from all sources (don't count gungnir's HP effect, that's explained later on when it's relevant, at the very end)
♠ Boss damage is the sum of all sources of boss damage
♠ skill hyper reinforce are the hyper skills that affect the attack you're using, for example, +20% damage on Gungnir, that's right, they don't count as part of the skill, but as a total damage bonus that applies only when using that skill.
♠ Boss skill damage only applies against bosses, obviously.
♠ Raw: It's called raw because this is before accounting for enemy defense.
Enemy Defense Formula.
Player Def Ignore
♠♠ Defense Ignored = 1-(1-a)(1-b)(...)(1-z)
♠ a,b,c and so on are the different sources of defense ignore, individual ones, so if your weapon has a line with 30% ignore and another with 20% ignore, you don't add them, one would be "a" and the other would be "b"
♠ Hyper skills that add a Defense Ignore effect to a skill, also count as a separate source, they're not added together
♠ Your status window now displays this information accurately, missing only the effect from your attacking skill, the formula for that next.
Adding your skill's Defense Ignore to the amount in the status window
♠♠ Defense Ignored = 1-(1-Status Window Defense Ignore)(1-a)(1-b)
♠ "a" is the defense ignore on the skill, "b" is the defense ignore added due to hyper skills, if any.
Damage on enemy monsters.♠♠ Actual Damage = (Skill Damage)(1-Monster Defense[1-Defense Ignored])
♠ Skill damage refers to any of the calculations presented above, be it for critical damage with a skill, boss damage with a skill, critical damage on a boss with a skill, and so on, whichever is applicable
♠ To find out monster defense, check southperry's extractions, or basilmarket's monster section.
♠ If the result is a negative number, your actual damage is 1
♠ This is the damage you will deal on enemies, unless you're using gungnir, if you're using gungnir there's one more formula to use.
Gungnir's HP Bonus♠♠ Gungnir Damage = Actual Damage + (Max HP * gungnir HP multiplier)
♠ At max level, gungnir will add 110% of your maximum HP as damage, so if you had 10 000 hp, you'll deal an extra 11000 damage unaffected by defense or any damage increasing skills
♠ Certain character cards have the effect of providing damage depending on your level, add that number to this one, these cards are thunder breaker and bucaneer
-Range needed to hit a specific amount"how much range do i need to hit X amount with Y skill?"
♠♠ Range = X/([Y skill %][Crossover chain %][Final Pact percent][Total Damage%])
"ok, but i want to hit X amount with Y skill on Z boss! and he has a lot of defense!"
♠♠ Range = X/([Y skill %][Crossover chain %][Final Pact percent][Total Damage%][1-Z's remaining defense])
♠ Z's remaining defense is found using the PDR formulas in the PDR section above.
and that's it for the formula section.
French bread and imported butter, extremely useful information about our Skills and Abilities
Now this section... i'd be lying if i didn't say that this section is to me the most important one of them all, skill points can be inferred, but the knowledge to use your every skill to it's maximum strength? this requires testing, an open mind to look for ways in which you can exploit your already great abilities even further!
...It also helps understand how the game works, why certain upgrades don't raise our damage or health as much as we'd think they do, and this knowledge can be used to know that there could be other choices, better choices to get more bang for your buck later on.
That's right, knowing your skills can, and will save you money, money that otherwise would have been spent on upgrades that barely help. so on that note, let's start!
or so i'd say, this is a work in progress, gimme a day will ya?
The end of the road
And here ends the guide... for now at least, i just covered the very basic stuff so far, as questions pop in the forums i'll add more sections to this guide, so remember to always check the table of contents before making a new thread asking a question
i hope the guide has proven useful to you, and if you have any suggestions on stuff that should be added, or things that need fixing, then by all means leave a comment (quoting me please) or drop an inbox (preferred method)
finishing creditsThanks to zgtaf, poopymann, sedvyse, renma1234, khianiwest, djp2313, cookie4mesos, quietus, wenboduo, chickenpoodl, plusle4eva, SilentXynh, IVege, Celyfaye, Scholtex999, IceDemon9, GunsTheSparkle and all the other DK sub-forum regulars that helped me gather info to put this together and that have watched over the guide across the ages.
[red]quick *test* here * here*[/red] [red]♠[/red]
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