Boss Percent vs Freeze Percent
So I tried my luck and swapped out the 15% boss inner ability and got +9% damage when attacking targets inflicted with stun, blindness, or freezing.
Since I'm an I/L I tend to freeze enemies a lot with ice orb.
I notice my Dojo time went down a healthy 40 seconds after this swap.
Can someone explain how +9% damage to frozen targets is better than +15% boss damage?
Thanks!
April 11, 2016
7 Comments • Newest first
So I have the +10% damage when attacking frozen/stunned/blinded inner ability, but according to my failed analyse to determine if it %final damage or regular %damage (I Sp reset my skill but put points back into chance attack so the below data is a bit messy with chance attack interfering)
Inner ability +10% damage vs frozen/stunned/blinded.
Chance Attack is +25% final damage
232% damage vs boss, 44% damage, total of 272% damage (inner ability is not included)
time 0:15-0:50, 35 seconds, with chance attack, 58 Raging Blow, Average Damage (per hit) 189,560,386
time 1:03-1:38, 35 seconds, with chance attack, 56 Raging Blow, Average Damage (per hit) 187,532,194 (rage ran out at 20 second)
time 2:04-2:39, 35 seconds, no chance attack, 58 Raging Blow, Average Damage (per hit) 149,074,707
time 2:50-3:25, 35 seconds, no chance attack, 59 Raging Blow, Average Damage (per hit) 149,997,258
189,560,386 / 149,074,707 = 1.2716, if we subtract 0.25, then Inner ability %damage vs frozen/stunned/blinded accounts for 2.16% of the damage (3.82/3.72=1.0269, 2.69% calculated overall increase in damage from inner ability), which means it is not %final damage.
112% damage vs boss, 44% damage, total of 156% damage (strip off almost all my gear except link skills and character card)
time 6:04-6:39, 35 seconds, no chance attack, 56 Raging Blow, Average Damage (per hit) 1,467,617
time 7:31-8:06, 35 seconds, with chance attack, 57 Raging Blow, Average Damage (per hit) 1,861,337
time 8:20-8:55, 35 seconds, with chance attack, 56 Raging Blow, Average Damage (per hit) 1,872,073
time 9:05-9:40, 35 seconds, with chance attack, 57 Raging Blow, Average Damage (per hit) 1,873,503
time 10:19-10:54, 35 seconds, with chance attack, 58 Raging Blow, Average Damage (per hit) 1,872,851
1869941 / 1467614 = 1.276, if we subtract 0.25, then Inner ability %damage vs frozen/stunned/blinded accounts for 2.6% of the damage (2.66/2.56=1.'1, 3.9% calculated overall increase in damage from inner ability), which means it is not %final damage
The above statement numbers doesn't look right with chance attack interfering.
Still the number support that the inner ability is %damage, not %final damage
Updated April 14
Only data from raging blow is considered, no points into Chance attack.
**+214% damage vs boss + 44% damage = 258% damage**
0:39-1:14, No panic, Raging Blow total damage: 8,248,951,893, 59 attacks, average damage (per hits): 139,812,743, time: 35s, Average damage (per second): 235,684,339
1:27-2:02, No panic, Raging Blow total damage: 8,316,011,217, 59 attacks, average damage (per hits): 140,949,342, time: 36s, Average damage (per second): 231,000,311
2:20-2:55, No panic, Raging Blow total damage: 8,254,643,631, 59 attacks, average damage (per hits): 139,909,214, time: 36s, Average damage (per second): 229,295,656
3:21-3:56, No panic, Raging Blow total damage: 8,241,109,166, 59 attacks, average damage (per hits): 139,679,816, time: 36s, Average damage (per second): 228,919,699
4:10-4:45, panic, Raging Blow total damage: 8,146,110,371, 57 attacks, average damage (per hits): 142,914,217, time: 36s, Average damage (per second): 226,280,843
5:02-5:37, panic, Raging Blow total damage: 8,015,493,527, 56 attacks, average damage (per hits): 143,133,812, time: 36s, Average damage (per second): 222,652,597
5:54-6:29, panic, Raging Blow total damage: 8,124,765,224, 57 attacks, average damage (per hits): 142,539,740, time: 36s, Average damage (per second): 225,687,922
No panic: Raging Blow average damage (per hits): 140,087,778
With Panic: Raging Blow average damage (per hits): 142,862,589
142,862,589 / 140,087,778 = 1.0198, 1.98% actual increase in damage on blinded targets
(1+2.68 %damage) / (1+2.58 %damage) = 1.0279, 2.79% calculated increase in damage on blinded target
**+84% damage vs boss + 44% damage = +128% damage**
11:03-11:38, No panic, Raging Blow total damage: 63,994,393, 59 attacks, average damage (per hits): 1,084,650, time: 35s, Average damage (per second): 1,828,411
12:32-13:07, No panic, Raging Blow total damage: 62,812,914, 58 attacks, average damage (per hits): 1,082,981, time: 36s, Average damage (per second): 1,744,803
14:09-14:41, No panic, Raging Blow total damage: 54,759,696, 51 attacks, average damage (per hits): 1,073,719, time: 31s, Average damage (per second): 1,766,441
11:46-12:21, panic, Raging Blow total damage: 65,587,261, 58 attacks, average damage (per hits): 1,130,814, time: 35s, Average damage (per second): 1,873,441
13:21-13:56, panic, Raging Blow total damage: 65,104,551, 58 attacks, average damage (per hits): 1,122,492, time: 35s, Average damage (per second): 1,860,130
No panic: Raging Blow average damage (per hits): 1,080,450
With Panic: Raging Blow average damage (per hits): 1,126,653
1,126,653 / 1,080,450 = 1.0428, 4.28% actual increase in damage on blinded targets
(1+1.38 %damage) / (1+1.28 %damage) = 1.0439, 4.39% calculated increase in damage on blinded target
Conclusion: The inner ability is %damage because high amount of %damage decreases the overall damage increase of the inner ability.
Assuming 0% total damage, inner ability alone would be a overall 10% increase in damage.
(1+2.68%damage) / (1+0.10%damage) = 3.345, 10 / 3.345 = 2.99%, number is close to calculated overall increase in damage with 258% damage
(1+1.28%damage) / (1+0.10%damage) = 2.073, 10 / 2.073 = 4.82%, number is close to calculated overall increase in damage with 118% damage
Im not sure about how does the % damage boost to stun/blind/freeze target IA line works , but the % damage to normal monsters increase IA line is final damage increase so I assume that it works in the same way except it works on every monster instead of just normal ones.
@lolitstom: Thanks, I'm leaning towards the final damage boost as well. I was pretty consistent at the 13:10-13:20 level. To see a 12:35 was really out to the blue.
@nitsua2789: Yes, when Infinity was capping I was seeing numbers like 27M-28M per line on Chain Lightning, up from what I considered normal of 25M per line.
I don't think it was ever proven as to how +damage based on status worked for IA. If it behaves like final damage boost then I could see why you had an improvement. For heroes (warrior) the status damage is applied last as an overall final damage boost.
The only time you would see a hard 15% increase in damage is if you started with 0% boss and gained 15% boss. For end game % boss stats, you;re likely close to the 250-300% mark where a +15% boss to this is no-where close to a 15% net gain.
DMG on boss = A*(1+(boss+td)/100), where A is a simplified expression of boss independent terms (atk, %atk, stat etc). So adding 15% boss to 250% boss and TD would result in 265 which is means you will deal 365% of your damage on regular mobs (assuming no TD), 365/350 = 1.043 (so you have gained 4.3% output)
Assuming % damage added due to status behaving like final damage boost. Since it is reasonably difficult to increase this stat you will likely benefit from the full 9% gain. (assuming you have no other sources of final damage boost)
Did you notice a significant damage increase, or simply a change in Dojo time? Like everyone else said Dojo times can vary due to a lot of things, namely spawn delay, lag in general, and any abnormal statuses that may be inflicted on you throughout the run.
Theory wise and damage wise this shouldnt have happened, so I have no idea why your runs are faster (less lag?)
I dunno. The time I get in the new dojo tends to vary quite a bit because spawn time, lag, and whether I get some abnormal status bs affects my time anywhere from 30 seconds to over a minute lol