General

Is percent damage still equal to percent attack

I remember it was. Is it still?

June 15, 2013

14 Comments • Newest first

NineCrimes

@bluebomber24: Ahhh, bonus pot. The one thing that tempts me to spend money on nx...

Must resist.

Reply June 16, 2013
David0696

[quote=aznboy1221]It is generally better to have as much % atk as you do % dmg. For comparison let's assume a total of 40% total of atk and dmg.
With stats of 2000str 400dex 400watk (doesn't matter much, it'll only affect how big the gap is with different %s), the damage formula will give us (4(2000)+400) x (400/100)
which is 33600. Weapon multipliers do not matter here as they will not change the result of this. You may test yourself if you wish. Damage from str and dex is 8400 so I don't need to keep typing the first half of it. %atk obviously will influence the atk. %dmg will take in effect after you see the complete range with your %atk.

With 20% atk and 20% dmg, you'd end up with 480atk which would be 8400 x (480/100)=40320 range from the % atk portion. Add in the 20% dmg and you'd finish with 48384.

Let's widen the gap with 30% atk and 10% dmg. You may test swapping with the atk and dmg, will not make a difference.
8400 x (520/100)=43680 Throw in the 10% dmg and you finish with 48048 which ends up lower than having a balanced % dmg and atk.

Now if you only had 1 stat and not the other. 40% atk.
8400 x (560/100)= 47040 Lowest of them all.

A bit long but you can see a balanced %atk and % total dmg will end up with the best results. Of course, if you just want to flaunt a range or something, you should just stack % atk because only that is visible on your character info. Your range may not look as high with 20% atk 20% dmg than a 40% atk but you will do a bit more dmg than it. However, since % boss dmg exists, if you are specifically bossing it is better to stack % atk wherever you cannot attain boss damage as a line as it is very easy to get % boss dmg in high amounts on weapons and dojo glove.

TL;DR Have the same amount of %dmg and %atk. This will maximize your damage.[/quote]

If anyone wants to relate this to simple algebra, it's like how:
[n][n] > [n+1][n-1] > [n+2][n-2] > ...

Reply June 16, 2013
bluebomber24

[quote=NineCrimes]Cool, thanks.[/quote]

Also be aware that on Bonus Potential Att%>Boss%. This is because Boss % comes in VERY small numbers (i.e. 12% not 30%) and thus has a less impact.

Reply June 16, 2013
Mirabosh

@NineCrimes You're welcome

@bluebomber24 AYOOOOO Copyright infrigment...? Nah seriously though if you see this question pop up again feel free to copy back these calculs... we're all here to help each others

Reply June 16, 2013
bluebomber24

[quote=Mirabosh]First of all, @dardartz the range cape is visual only, your range can be much higher, it's just that it won't show.
Second, since range formula is = weapon multiplier (4(1st stat) + 2nd stat) (atk/100)
% damage and attack are exactly the same IF you have 0% of each of them before the item you're adding.
Ex: 1.1 (1.32 (4(2000) + 500) (300/100)) = 37 026 <~~ That's 10% dmg added at the beginning
1.32 (4(2000) + 500) (1.1(300) / 100)) = 37 026 <~~ That's 10% atk

But if you have a lot of % boss and % dmg (which are additive), it's much better to gain 10% atk vs 10% dmg.

Exemple with 200% boss/dmg:
3.1 (1.32 (4(2000) + 500) (300/100)) = 104 346 <~~ 210% dmg 0% atk
3 (1.32 (4(2000) + 500) (1.1(300) / 100)) = 111 078 <~~ 200% dmg 10% atk

Math lesson done [/quote]

Gonna copy and save this so I can be lazier when this question surfaces again in the future, because I am not sure why this mtyh/misinformation is so prevalent

Reply June 15, 2013
Mirabosh

First of all, @dardartz the range cape is visual only, your range can be much higher, it's just that it won't show.
Second, since range formula is = weapon multiplier (4(1st stat) + 2nd stat) (atk/100)
% damage and attack are exactly the same IF you have 0% of each of them before the item you're adding.
Ex: 1.1 (1.32 (4(2000) + 500) (300/100)) = 37 026 <~~ That's 10% dmg added at the beginning
1.32 (4(2000) + 500) (1.1(300) / 100)) = 37 026 <~~ That's 10% atk

But if you have a lot of % boss and % dmg (which are additive), it's much better to gain 10% atk vs 10% dmg.

Exemple with 200% boss/dmg:
3.1 (1.32 (4(2000) + 500) (300/100)) = 104 346 <~~ 210% dmg 0% atk
3 (1.32 (4(2000) + 500) (1.1(300) / 100)) = 111 078 <~~ 200% dmg 10% atk

Math lesson done

Reply June 15, 2013
bluebomber24

@izama: No they don't . Your talking about thier "starting point" on a clean char.

Total is additive with Boss
Att is additive with Att

att% is ALWAYS better than total unless your char has multiple skills that have att%

Reply June 15, 2013 - edited
NineCrimes

@david0696: How would %atk be better if it's multiplicative with %bossing?

Reply June 15, 2013 - edited
David0696

% total damage is at additive with % bossing.
% attack is multiplicative with % bossing.

% attack is better than % total damage.

Reply June 15, 2013 - edited
izama

[quote=bluebomber24]uh, it never was.[/quote]

They have the same effect.
http://www.basilmarket.com/forum/2445149/2#comments_list

Reply June 15, 2013 - edited
MyKarma

They're pretty much the same thing in the end, since they both affect the damage formula multiplicatively I believe. It's better to have the one that you're lacking for a better effect.

Reply June 15, 2013 - edited
NineCrimes

@bluebomber24: I thought it used to be. The way damage was calculated did some weird multiplication thing...can't really remember the specifics. Pretty much came down to % damage doesn't show up in your range; % atk does.

Reply June 15, 2013 - edited
bluebomber24

uh, it never was.

Reply June 15, 2013 - edited