Does arcane aim give magic att%?
I found that arcane aim, which apparently gives "%dmg" doesn't stack with element amplification, which gives %m.atk. Does that mean all of the f/p skills that give "%dmg" are actually %m.atk?
Side question: should I get %boss and %stat over %matk since we get soooo much %matk? o.o
April 14, 2015
11 Comments • Newest first
[quote=Axnslicer]Follow the link. What Shinku and Question say are generally correct. % total does show up in range now though, that thread's old, which is why people consider range given by % total damage to be "fake".[/quote]
I accidentally overlooked the definitive post on my first read through. Thanks a lot! Now I know
[quote=Sungoon]@Axnslicer: Too many people say too many different things about this topic, so if you would, please share what you know. I heard there's a graph floating around somewhere[/quote]
Follow the link. What Shinku and Question say are generally correct. % total does show up in range now though, that thread's old, which is why people consider range given by % total damage to be "fake".
@Axnslicer: Too many people say too many different things about this topic, so if you would, please share what you know. I heard there's a graph floating around somewhere
[quote=Sungoon]But that's without regards to the circumstances of the game[/quote]
Yeah, those circumstances you're not regarding...they're kind of important. By your logic % att, % boss, and % stat would all be "equally effective", which is pointlessly misleading.
[quote=Axnslicer]No, they're not.
http://www.southperry.net/showthread.php?t=69723[/quote]
As far as I can see, mathematically, they are. But that's without regards to the circumstances of the game
[quote=Sungoon]%damage and %m.atk are equally as effective[/quote]
No, they're not.
http://www.southperry.net/showthread.php?t=69723
%damage and %m.atk are equally as effective
arcane aim gives little damage increase in bossing if you have 250%+ boss damage. Seems to be %TD
visually at least, Amp seems to be %Total, which sucks. a lot. however, this may not be the actual case since DrK's Cross Surge also is visually %Total but it's really each to check that it isn't (actually a 2x multiplier at max health, 1.8x now, which is WAY better). same can be done for Amp.
you should test on a boss assuming you have sufficient %Boss to notice a difference, at least before Amp affected the range and MAtk was listed in Stats, Amp did not increase matk iirc so it's not %Matk. iirc also, gaining %Matk gave the proper amount of range increase so further evidence against %Matk. still doesn't prove whether Amp is %Total or a 1.5x multiplier though
I was messing around with my fp and noticed that arcane aim gave less than a 40% increase in dmg, which I found to be consistent with the changes in my f/p's range if I assumed that the boost from arcane aim had an additive relationship rather than a multiplicative be relationship with element amplification (unless there is another passive skill that improved your "total dmg" by 50%)
(He doesn't have any %magic attack or %total dmg on his equips)
His range went up by 26% with fully stacked arcane aim, which could be explained by the fact arcane aim's buff is being applied to the range before the 50% m.att boost from elemental increase (range is decreased by 67% with elemental increase taken out, and .4*.67*(displayed range) = .26*(displayed range))
%dmg and % Magic attack are two different things. If a skill states it gives % Magic attack it will give % Magic atk. same thing goes for %damage.
You need a balance of both Magic Atk, & % Damage. to have an optimal range. There are plenty of threads which Explain the balance in more depth