General

Mercedes

Mercedes Range Calculator

[Header]Blabber[/header]
Ever wanted to know what your range with X amount of upgrades that give +X attack, +Xdex% or what X range would do on average with one of your main skills?

Hopefully this calculator becomes a tool that you can use to answer your own question.

Note: Please accept minor discrepancies. However if you come across this please let me know. I may request for detailed information on how you have came across it if you don't mind.

[header]Mercedes Calculator[/header]

[url=http://docs.google.com/spreadsheet/ccc?key=0An5-TcCPsuLqdEtwQUNyckJTOUE2cDhKdlY5T3JOaEE]Link to the calculator on Google Drive.[/url]
[b]Remember: Make your own copy of the spreadsheet by going to [i]File>Make a Copy or File > Download As[/i][/b]

[i]I have prevented the spreadsheet from being edited as it is. [b]However[/b] you may be able to make a copy in your own Google Drive or download it. From there on, ONLY you will be able to see your changes.[/i]

[header]Vut, dis no mek sens![/header]
Sheet "1. Input Data" will ask you to insert information of your current self and future upgrades. Please note I have not catered for difference due to level increase (AP and SP). [I may add options to allow for this.] Your buffed range can also be previewed at the top few cells of the sheet which should follow you as you scroll down.

Sheet "2. Calculator" will show your summary, range and your damage. The damage calculator will require you to input the skill level of your attacks (you can select "Y" for Are you level 200? to skip this).

Other ways to use this calculator:

How much DEX do I have on my equips? [b]Equips DEX[/b] on sheet 2 will give you your dex from Equips and passive skills(such as link skills). Subtract the DEX you receive from these passive skills and you will have a total that give you how much dex you obtain purely from equips. [This value takes out DEX received from potentials].

[b]Please do not hesitate to ask questions. Just make sure you tag me, ("@"+"BasilID" to tag) so I can respond to you sooner.[/b]

[header]Extras[/header]

[url=http://docs.google.com/spreadsheet/ccc?key=0An5-TcCPsuLqdFVuZGZJTUw2WGpnbEpMMlB2b3BxbWc#gid=60]The nuts and bolts of a Mercedes[/url]

[b]Skill Analysis:[/b]
I have removed the Skill Analysis from the Calculator and this will be dealt by a separate spreadsheet. I may move this discussion to another post but currently I am not bothered to do so.

For those who know how to use it. I believe it's as accurate as it can get without using a RNG/program. If you find any errors in my calculations please advise me.

What's so different to JTs? I have options to include/remove WoE added a theoretical multiplier you can switch on to see how helpful Elvish Blessing is for your damage/second. AND most importantly you can peek at the formulas I use.

Note: All ATT% bonuses are included as pure DPS(which we have none unlike WH except Echo.. however I have ignored echo), however it should also be noted that once you reach cap range this doesn't apply to DPS.

[b]Class Multiplier:[/b] While it's impossible to quantify this 'accurately' to be agreed upon by everyone, I've tried my best to do so and if you think something's not right then please do not hesitate to question me.

Basically what this multiplier does is compare our class with other classes and work out the scaling of your damage range (or to be more specific things that are generally ignored in the calculations of DPS, such as AP and ATT) on DPS.

Note: The class and attack multiplier will not mean as much for funded players, while it would mean a lot for those who are less funded. Playing around with this will give you an idea of "cost efficient" characters.

[Header]I'm not a Mercedes![/header]
BM/MM: Thank @airforce1 for his efforts to adapt my calculator to work for [url=http://www.basilmarket.com/forum/2622026]BM/MMs[/url].
WH: Let's hope someone wants to make the effort D; .
WA: http://www.basilmarket.com/forum/2712763

[header]Credits[/header]
Many thanks to @Broccoleh for being a Guinea Pig.
@xenjitsu: To see the effect of future upgrades.
@dwagonslay: Linking https
@airforce1: Calculator buddies

JT - Southperry for:
[url=http://www.southperry.net/showthread.php?t=65562&p=1113735]Defense Ignore Formula & Reinforce Hyper Skills[/url]

March 1, 2013

104 Comments • Newest first

ryuushinou

Expect an update on this with v142 GMS and the new FLY patches in KMS.

[update] v142 patch applied and should be working fine, except one PDR cell playing up.

FLY patches will be added as a preview when the patch series complete in KMS.

Reply October 15, 2013 - edited
xenjitsu

Really all-in-one now; it's a really good calculator. Digging the KMS / upgrade preview.

Reply August 5, 2013 - edited
Scomomage

[quote=ryuushinou]@Scomomage: It affects us alot(and more for people with 100% crit). It basically means we have the effects of SE without having SE (so if you party with another archer class we do even more damage).

Critical damage is calculated by Base Damage(what you would be doing without criticals) x Critical multiplier(a random number between minimum critical and maximum crtical)

Basically by increasing Max Crit damage, it increases the highest possible damage you can do(while making more variance in what you do).

In DPS calculation this is averaged out to be an improvement for us. (Roughly 10% increase in DPS)[/quote]

Makes sense now, thanks for the great answer, and the calculator of course!

Reply July 30, 2013 - edited
ryuushinou

@Scomomage: It affects us alot(and more for people with 100% crit). It basically means we have the effects of SE without having SE (so if you party with another archer class we do even more damage).

Critical damage is calculated by Base Damage(what you would be doing without criticals) x Critical multiplier(a random number between minimum critical and maximum crtical)

Basically by increasing Max Crit damage, it increases the highest possible damage you can do(while making more variance in what you do).

In DPS calculation this is averaged out to be an improvement for us. (Roughly 10% increase in DPS)

Reply July 30, 2013 - edited
Scomomage

[quote=ryuushinou]@Scomomage: Just tried itmyself. Let your excel recover it and changed the column width to 1. This should fix it.

I also note that formulas do not work in Microsoft Excel. I recommend use Google Spreadsheet.[/quote]

Gotcha. It's working fine now. I have a question though, what is the difference between minimum critical damage and maximum critical damage? In 1.2.195 defense break gets an added 30% max critical damage, so how will that affect us?

Reply July 30, 2013 - edited
ryuushinou

@Scomomage: Just tried itmyself. Let your excel recover it and changed the column width to 1. This should fix it.

I also note that formulas do not work in Microsoft Excel. I recommend use Google Spreadsheet.

Reply July 20, 2013 - edited
Scomomage

Posting for future use...for some reason I can't open it on my excel

Reply July 20, 2013 - edited
ryuushinou

@tanthalas007: I'm happy to discuss your issues on this thread. Otherwise PM me your issue, formula and perhaps a link to your spreadsheet.

Reply June 11, 2013 - edited
tanthalas007

Alright, thanks. I'll work on it some more tomorrow. I'll have the warrior one done soon.
Calculator is basically finished for heroes, however, I've ran into a speedbump with some of the formulas. Send me a private message or something and maybe you could enlighten me.

Reply June 6, 2013 - edited
ryuushinou

Array formula is a google sheet function(different for excel: '{' and '}' when you press shift enter or whatever it was) basically what it does is repeat the function you have inside the arrayformula(). sum() is simply adding this into 1 cell (otherwise it'll make a big mess) and if() is your criteria you want to repeat over the range you set within the if() function.

The reason I use this function is so that my cell looks for exact words from a different sheet and pull numbers by itself, even when I reorganise my sheet(which I do very often). However you can simplify this by just pointing the exact cell out. It's not necessary at all. You might want to check with how @airforce1 did with the formulas as well.

Reply June 6, 2013 - edited
tanthalas007

I'm making progress, however I don't quite understand the skill damage calculations you do with arrayformula(sum(etc. I don't understand how the function works.

Reply June 6, 2013 - edited
ryuushinou

@tanthalas007: Everything will change with the RED update so I don't really recomment starting one now.

http://maplearchive.com/

The above link should help you with the current GMS skills. Otherwise Southperry extractions are your best bet for the KMS/kmst updates.

Reply June 5, 2013 - edited
tanthalas007

Someone make a warrior calculator I would try to do it myself, however I don't know where you guys find all the formulas and skill delays. I've looked around Google to no avail. Nexon doesn't really present all their intricate details that are vital when creating something like this.

Reply June 5, 2013 - edited
ryuushinou

@airforce1: Sorry I think that was me being confused over my formula. It didn't work out as expected when I was looking at my upgrades section.

Ergo: Character cards are NOT affected by %.

Reply June 5, 2013 - edited
airforce1

@VermillionOcean: You are incorrect. I just swapped an A rank TB for an A rank Mihile and my range dropped exactly 600 (min and max).

This is exactly my point. Character cards are just bloody weird and require actual testing before inclusion. I don't want to even think about how %hp (base?) - > damage works for the warrior set effect.

@ryuushinou Didn't you say the AB card is affected by %dex? I gained exactly 20 dex despite my 150% dex.

Reply June 5, 2013 - edited
ryuushinou

@VermillionOcean: That's where the hard bit is. Confirming our assumptions are correct. Unlike range it's randomised and determining a minimum and maximum of the numbers you see in game is a nightmare especially when your damage occasionally crits.

as for the pally card, yeah sure but we're hesitant not because we need to add a few extras into our formulas but because we haven't seen the effect ourselves. 1 source(you) is not enough for me to be convinced how it works exactly. I appreciate your explanation though and have already noted it down. I just need it to be double checked.

Oh there's one thing it'll wreck and be annoying for me... the chronological order... sighhh

Reply June 5, 2013 - edited
ryuushinou

@airforce1: As mentioned.. not urgent. I'll chuck it in my to-do list. God knows when I'll get to it though.

Reply June 5, 2013 - edited
airforce1

@bluebomber24 Hopefully I'll get to it this week, but my going home wed/thurs may delay me a bit.
@ryuushinou Nope and I'm maxed out on character slots currently. I could delete my BaM mule for a Pally... but I've got enough mule work already with lvl2 link skills incoming. IIRC, they did extensive testing in a SP thread or I could ask my warrior fanatic buddy to check.
@VermillionOcean You're welcome to use my work on BMs as well. I'll likely start on MMs as soon as I finish updating the formatting for BMs.
As far as character cards that affect range go, I'm disinclined to make the effort since archers shouldn't really be using them. In the interest of completeness, one of us will get to it eventually, but it's not a priority. Things like the warrior set effect and TB/Bucc cards do really strange things that would require a fair amount of effort to test.

This however does remind me of something we should check. Any idea if the %FA from the archer set effect is multiplicative or additive? I'm going to be using mine again once we get the 3rd deck, especially since my MM will be 200 by then and possibly my Mercedes as well.

Reply June 5, 2013 - edited
ryuushinou

@VermillionOcean: Feel free for personal use. But if you do make it public please do share your 'guinea pigs' (Just add a link to this basil post or something). Any traffic is appreciated .

Character Cards: I'll include that when I have the time . (Any Paladin cards in your deck @airforce1? to confirm this.)

Reply June 5, 2013 - edited
bluebomber24

@ryuushinou: Looks good. Yea, the way u changed the class multiplier is what I meant. I think its called freeze pane or w/e I forget. Hm..these calculators are looking more fun now, I really like the job comparisons as well. Waiting on @airforce1 calc revamp <3.

Reply June 4, 2013 - edited
ryuushinou

@airforce1: Colour Theme - Yeah.. I'm going to stick with a light green/blue theme now that it's no longer a wide sheet anymore.
Summary in Output- Trust me you'll want it to prevent unnecessary errors(it's not for the calculator user but more for the creator).
Absolute Max: yeah.. I was thinking of a better word and have yet to come up with something better. Maybe just Hypers or spontaneous max? I dunnoh but I thought it wasn't necessary to delve on that for long.

@bluebomber24: Yay , It's good to hear that it's intuitive.
[b]Integrated Attack Calculator:[/b] I've tweaked it a little after reading your comment have a look at it again. Google Sheets doesn't allow me to set conditional formatting with a criteria set to an external cell. So I can't do what you have suggested . But I've changed the surrounding to make it more obvious.

[b]PDR:[/b] I'll add a "please" in front of that. I didn't want to integrate the PDR effect from SR as it's a de-buff and it's not a fixed reduction(some people use it often enough so I wanted to give them an option to either include it or not).

[b]Range Calculator:[/b] True and that's the main use but I didn't want them to rush through the input section just to see their range. I wanted them to carefully input to provide them with an accurate result as much as possible. But I could provide an option to have a frozen row at the top and have a preview of your buffed range as you scroll down and tweak your values. I'll think of something better though(and including it in the summary defies the reason of having an output sheet).

[b]Skill Analysis:[/b]Yeah.. I think I've pin pointed to the accuracy of JTs. The difference would be he's using a RNG while I'm not(average) and being a Mercedes main.. the little things that I know you won't do in practice are removed as well as going through what is actually beneficial or not such as WoE and US(both not that useful for 1v1 boss scenarios in the recent KMS patch).

[b]Class Multiplier:[/b]Adjusted. I hope that's what you meant and I haven't looked into the mobbing charts @NS(natural speed) yet but yeah this is mainly for people who know what they're doing. I don't want to be a misleading thing but this chart provides a better representation for unfunded players where their class buffs are worth more than their gear.

Reply June 4, 2013 - edited
bluebomber24

I can follow this very easily, as if it was a tax form.

For the "Please count my total att" On the Yes and NO option, maybe put again on the side of the total ATT box because some ppl have a tendency to just go box by box on forms and ignore a direction. If its possible to null(blue the box on Y, that could also work.

For "PDR (include...) are you saying that it includes Spikes Royal or I should ADD Spikes Royal as well?

I think the range parts at least the chart should also be on the first page, especially clean and buffed range not upgraded, because that's what most ppl want to see asap. Was thier a reason why it wasn't in your summary section? I had to delete a comment 3 times before figuring out what was going on.

Whoa whoa whoa, are you doing a chart comparison with JT o.O, man everything after is kinda gold. On the class multiplier, I don't know if you can create a perma split window where you can always see the class when you scroll right. If that is possible it would be nice comparison wise. Not neccesary though as ppl looking at this section should be able to do it on thier own or work.

Thats my thoughts, as the idiot guy whose never seen a chart before.

Reply June 4, 2013 - edited
airforce1

[quote=ryuushinou][v3.0] Yey. New look to the calculator. Organised it to be more chronological/logical order. Hopefully it's a little more intuitive than before. I'm still going to need a user guide.

@airforce1: Split the calculator to input and output(but the formulas are twice the size now @.@)[/quote]

Yes, that does look way simpler. Can I suggest you go back to the light green/blue background color? The white is really glaring... I'm not sure if keeping the summary is necessary in output. Perhaps @bluebomber24 can voice an opinion? I'm not sure how I feel about the attack calculator being integrated with the rest either. I may just be biased towards my personal kind of messy since I've been using it for so long.

I think absolute max is a slightly misleading term, but I don't really have a better one... *shrug*

I'll be sure to steal all of this formatting later I hope getting everything reformatted won't take as much time as I fear.
With some brief step by step instructions, this should be much easier for people to use.

Reply June 4, 2013 - edited
ryuushinou

[v3.0] Yey. New look to the calculator. Organised it to be more chronological/logical order. Hopefully it's a little more intuitive than before. I'm still going to need a user guide.

@airforce1: Split the calculator to input and output(but the formulas are twice the size now @.@)

Reply June 4, 2013 - edited
airforce1

@ryuushinou: lol subtle bragging there. Ya, you really need min/max cells since it's only a 3% difference for reinforce skills.

Reply June 1, 2013 - edited
ryuushinou

@airforce1: Really? that means I need to do something with my formulas too.. (It's even more weird because passive damage% and active damage% is multiplicative to each other....) It's hard for me to believe they would do such a thing...I guess I'll make cells for min and max and check for myself.. with some old gear(capping on everything doesn't help ./brag)

Reply May 31, 2013 - edited
airforce1

@ryuushinou I found the error. God I hate Nexon's programmers. Apparently despite Kanna's link and SL applying to your range, they still stack additively with total damage from reinforce and potential.

So instead of range * skill%*(td+reinforce)
I use [range / (Kanna+SL)]*skill%*(Kanna+SL+td+reinforce)

The almighty alone knows how this will affect DoT for UI (with or without reinforce) and GG.

EDIT: Oh wow. I had so many errors going on... *facepalm* I was even calculating %td/boss twice for crits... I did massive corrections for DoT since %td/boss doesn't affect them (even if it affects your range). Now I only need to figure out how summons work. Any idea if %td affects them?

Reply May 31, 2013 - edited
ryuushinou

@airforce1: I've started shaping bluebomber's ideas(more like a request) to simplify and make the calculation process more in a chronological/logical order. Tell me what you think of it (still looks ugly).

I'm going to have a sheet separate to the main calculator to input their information (including skills). then move onto the next sheet to see all the information they want. (and if what I plan to do turns out neatly[if functions finding criterias in arrays-which is very bothersome to set out] It'll make my life VERY easy when duplicating it into the WA calculator.)

Reply May 31, 2013 - edited
airforce1

@ryuushinou I'm of the same opinion, though if I could actually find a working client for KMS I have a friend's account that I could use. The DPS charts have their limitations. In some respects, using damage calculators for each class with the same equips at different funding levels would be considerably more informative. Unfortunately, that's also more work than any one person can be asked to do.

@bluebomber24 You only have to count 2-3 things (%dex, %str, %att), everything else comes straight out of the stat menu. Once I have damage min/maxes working I'll finalize the lay out and be sure to make a text and maybe even video guide for it. I'm in a catch 22 atm where I need more testers to get it working, but I can't get more testers until it works better. I'm not very motivated about making a user guide when I'm the only one using it.

Reply May 31, 2013 - edited
bluebomber24

@airforce1: yea.....I don't like tedious counting. the only way I would be really motivated to do it is if there was a step by step instruction list that tells you how to fill out each cell and what each cell means. I mean a Verrkol's Damage Calculator Instructions for Dummies would be AMAZING <3. It would also ensure that users know how to use the calculator and have very few questions.

Reply May 31, 2013 - edited
ryuushinou

@airforce1: Ye----no. I'll wait until it surfaces. The unlimited patch hasn't even come to GMS yet so I'm still safe playing around with my Mercedes Calculator(I've still got a few more backend changes that I want to do) but yeah good idea I think I'll start on something soon(not having a character to test on makes it really hard though).

Oh and when I meant fund friendly I meant cheaper and friendly for our poor friends. (Arans, Blade Master and Mercedes have the highest multiplier out of the bunch and I have to say they are misrepresented by JT's DPS chart especially for unfunded players).

Reply May 31, 2013 - edited
airforce1

@ryuushinou: Based on the Warrior/Mage changes, I'll have to make a completely new calculator. It will be cool that I can compare my damage now to my damage post RED with exactly the same equips. I think I'll be able to attract a lot of interest that way. Then again... we'll both have a lot of work when they start rolling out the 5th job changes.

I can confirm that Monster Life +dex/str work with potentials and seem to function perfectly normally. My guinea pigs never really existed... I'll be lucky if I can get @bluebomber24 to spend 10 minutes on it , but he seems to want clear instructions for some strange reason... IA is just an unholy mess. I won't get to it for my WA until I'm forced to by Unlimited changes to circulators.

I mentioned that in one of the threads just the other day. I can't really comment on Merc because of their skill upgrades, but BM/MM/WAs scale incredibly well with %att/td/boss because we have none! I think you mean AP instead of SP. Of course it's OP... and don't forget that WA get the free 12%dex to make it even better.

Remember that if you get bored, you can always start making a calculator for WA

Reply May 31, 2013 - edited
ryuushinou

@airforce1: Yeah that RED patch might break your calculator. I'm not sure whether to be thankful or not that our class doesn't go through major changes.

I have been procrastinating on Monster Life and IA... so do tell me if your guinea pigs produce any results. The Mercedes department have been very quiet and... I don't have any guinea pigs anymore .

I'm currently working on "Class Multiplier".. it's actually VERY interesting to see which classes are more funds friendly(more attack/stat buffs). Those Cygnus Knights and their beginner skill that gives 1 sp per 2 levels is just OP and oh in my personal rankings: 3 archer classes are in the top 5 [actually i think that's the case for JT's charts too]. Looks like the wind is with us.

Reply May 31, 2013 - edited
airforce1

[quote=ryuushinou]Note: I don't recommend making a cell for Total TD% and boss% (especially when your hyper reinforcements give additional boss% depending on your skill) unless you're going to make them not count Demon Slayer link skill and input it through a Y/N cell.. which may cause unnecessary confusion(given that boss% is relatively easy to count and people often keep track of it).[/quote]
I haven't formalized a lot of things like this, because I'm still trying to make it work before I make it pretty. BM/MMs don't currently have any hyper sources for %boss/td so I won't make any decisions about how I'll deal with that until later... when I see what the RED revamp does to us.

[quote=ryuushinou]
= if(G46="Y",0.5,1)* (1-G47*(1-G56))* ('Skills %/s'!B4/100)* (B33+C33)/2 *(1+if(G49="y",G54,0)/100+G53/100+if(G93=1,0.2,0) )

[i][b]Result(MIN): 375,981[/b][/i]

Notes:
- The formula above gives the exact same output except no rounding compared to yours(apart from changing the if function to work properly).
- Since it's not a boss and you ddin't provide any external TD%, you should be getting the exact same value regardless of multiplicative or additive hypers i.e. a x1.2 from your TD%[or TD%*hyper%] formula.[/quote]
I went ahead and simplified all the formulas. I don't have any %td so it's not an issue.

[quote=ryuushinou]
[b]Main source of error:[/b]
- Broiler Shot is 220% right?(It had 240 in your skill list(I'm assuming you were experimenting on something and left as is)
- As mentioned above don't use quotation marks on if functions when referring to a number it won't recognise it.

Other Possible sources of error:
- PDR?
- Monster defense(shouldn't affect your numbers too much.. I believe..)?[/quote]

It's [b]Ultimate Inferno[/b]!
It is indeed 220%. I changed merely to test if making the reinforce additive would yield accurate results. It didn't and I didn't get around to changing it back.
I'm reasonably certain that the quotation marks aren't the issue since the results clearly changed by 1.2 when the reinforce was included.

It's been a while since I've added up all my PDR so there could be a slight error, but it would be ~0.1-0.2% since I tested on normal mobs. I'll double check that later.

I'll do some more thorough testing tonight when I get back to my desktop.

Reply May 30, 2013 - edited
ryuushinou

@airforce1: I just had a peek at your formulas for these sample damages...You should simplify it (I had to paste it in word and colour code what you're trying to do o.o). Also, I wasn't sure if the detail in rounding your numbers is required for a damage 'estimation'. But anyway, still reading through.

[b]Post-analysis[/b]
=PhyR * PDR * Skill% * Range * TD%

Physical resistant check (PhyR):
if(G46="Y",0.5[or G45],1)

PDR:
(1-G47*(1-G56))

Skill%:
('Skills %/s'!B4/100)

Range:
(B33+C33)/2

TD%:
(1+if(G49="y",G54,0)/100+G53/100+if(G93=1,0.2,0) )

- Don't put quotation marks on an if =number, it won't recognise it.

Note: I don't recommend making a cell for Total TD% and boss% (especially when your hyper reinforcements give additional boss% depending on your skill) unless you're going to make them not count Demon Slayer link skill and input it through a Y/N cell.. which may cause unnecessary confusion(given that boss% is relatively easy to count and people often keep track of it).

= if(G46="Y",0.5,1)* (1-G47*(1-G56))* ('Skills %/s'!B4/100)* (B33+C33)/2 *(1+if(G49="y",G54,0)/100+G53/100+if(G93=1,0.2,0) )

[i][b]Result(MIN): 375,981[/b][/i]

Notes:
- The formula above gives the exact same output except no rounding compared to yours(apart from changing the if function to work properly).
- Since it's not a boss and you ddin't provide any external TD%, you should be getting the exact same value regardless of multiplicative or additive hypers i.e. a x1.2 from your TD%[or TD%*hyper%] formula.

[b]Main source of error:[/b]
- Broiler Shot is 220% right?(It had 240 in your skill list(I'm assuming you were experimenting on something and left as is)
- As mentioned above don't use quotation marks on if functions when referring to a number it won't recognise it.

Other Possible sources of error:
- PDR?
- Monster defense(shouldn't affect your numbers too much.. I believe..)?

Reply May 26, 2013 - edited
airforce1

@ryuushinou: Over. I'm calculating it at 391k with 374k actual for UI min.
I wish I had a %td item to test with...

Reply May 25, 2013 - edited
ryuushinou

@airforce1: Is it under or over? and how much damage difference are you seeing?

Btw, I can confirm it's working for me.

Reply May 25, 2013 - edited
airforce1

@ryuushinou Everything except Phoenix and Inferno is coming out correctly for me. These two are also the only two with hyper reinforce and they come out correctly without them. BMs don't have any %damage (other than SL) so that's not it. I'm just adding 20 to td for reinforce and it's just not coming out correctly...

Reply May 25, 2013 - edited
ryuushinou

From what I can see my formulas are applying them like TD%(as JT has suggested) and they seem to work fine?(I could give it another test later).

Do note I have them in a separate bracket with /100 on the end(Leap tornado and SS both have two sources of reinforcements so yeah..)

Also, I hope you're working out the sample damage based on the clean range. (SL and Kanna link skills are multiplicative and fine but things like Hyper skill %damage are TD%). This used to be my first mistake... It's really annoying how your range doesn't portray your true damage(100% damage a.k.a normal attack) with all these TD% bonuses(good in a way, bad in a way).

Reply May 24, 2013 - edited
airforce1

@ryuushinou How thoroughly have you tested your damage per hit calculations, specifically with reinforce passives? It appears that you're adding 20 in the Skill Analysis page, but JT's posts specifically say the reinforce acts like %td (potential).

I ask because I'm getting high inaccuracies calculating damage for reinforced skills on my BM. I'm currently calculating reinforce as +20% td.

Reply May 24, 2013 - edited
ryuushinou

@Markers: It's very likely you have a lower number in your dex% for upgrades than your existing. (I'll get around this eventually but... for now) Input your target total dex% that you aim for not the additional dex% you plan to get. I hope this makes sense.

@idemoX: You may need to havea google account or log into a google account to 'make a copy'. Otehrwise the download option should be there.

Reply May 23, 2013 - edited
iDemoX

Why is the option "Make a copy" greyed out for me?

Reply May 22, 2013 - edited
ryuushinou

[i]Edited post - 23 May 2013[/i]
[b]KMS 1.2.194:[/b] [url=http://orangemushroom.wordpress.com/2013/05/22/kms-ver-1-2-194-wild-hunter-reorganization-job-balancing-fairy-academy-and-crimsonwood-pq/]Patch information by OM[/url]
- Final Attack (2nd): secondary arrow's damage has been increased from 50% to 75%
- Unicorn Spike (3rd): debuff will no longer be removed after a certain number of hits, it will stay for its entire duration
- Advanced Final Attack (4th): secondary arrow's damage has been increased from 80% to 120%
- Legendary Spear (4th): number of hits has been increased from 2 to 3, cooldown has been removed
- Lightning Edge (4th): cooldown has been removed
- Elvish Blessing (Hyper): duration has been increased from 30 seconds to 60 seconds

[b]1v1 changes[/b]
Not significant but there is a slight boost due to the fact that AFA was buffed. Roughly a 5-10% increase in DPS.

However I have yet to investigate it further but Unicorn Spike may actually become a [b]U[/b]seful [b]S[/b]kill against bosses.

Rough calculations show a 10% increase in DPS with the use of it however it should be noted that interrupting RoI actually reduces DPS. I'll look into this further(and it should be noted that 15% of the time you may fail to debuff, the cool down is not removed so it's not spammable either).

[b]Edit -[/b] On 1v1 scenarios detailed calculations show that it is not beneficial (as per current condition). However it is a nice debuff to use when in a [b]party[/b] just like Spikes Royale.

[b]Mobbing[/b]
SR- Cool down removed and +1 more hit... oh... bloody wow. You know what? This change makes SR our primary mobbing move. Which then you will require combining it with LT, Adv SS, Gust Dive or WoE to make use of it's falling time.

I was half disappointed by the fact that we no longer needed to be flying around in the air 80% of the time when training from the previous KMS patch. But I am happy. VERY happy. Back to flying around the map like no tomorrow.

(By the way this would increase our mobbing capacity about 1.5x and up to twice the original capacity we had)

[b]Opinion[/b]
As per usual this doesn't get us anywhere high up in the rankings and by now you should have accepted that fact (honestly if you haven't by now you'll be a very grumpy person comparing yourself with others constantly).

But all that aside Lightnign edge and SR's CD removed is VERY VERY big for us and we should be celebrating. I had rather prefer them to apply an additional thing to L.edge(bind or something that causes staus effect on bosses) instead of just removing its cooldown but something is better than nothing.

Reply May 20, 2013 - edited
airforce1

@ryuushinou I have placeholder formulas that should work, but no data points to test with. Have you rolled +att for IA yet? I wish I had thought to check it when I was circulating.

Reply May 20, 2013 - edited
ryuushinou

@aznboi4lyfe: Sorry I couldn't get back to you any earlier (try tagging me next time ).

The attack calculator calculates ALL of your attack from sources such as skills and items(including the cygnus blessing). It's meant to be theer to save your time adding up all the att you have from all the different sources.

Attack you get from active buffs such as rage, and elvish blessing is put into the range via a formula. So pelase apply them through skill poitns on the very right column.

To clarify: "Upgraded Damage?" is your damage with your upgraded range. I think I'll rename it or make it more clear. I'm planning to(but have been procrastinating) on making an in-depth guide to this calculator to explain most cells and how it works. Sorry about this .

@airforce1: I've fiddled with the 'ATT not affected by %' and related cells (and the stat ones in the upgrades section). If you hadn't already worked out the formula grab it from there.(I think you may need to customise it to work for BMs though)

Reply May 20, 2013 - edited
aznboi4lyfe

Hi,

Could I ask what is the "Upgraded Skills?" part for So what my skills do? I am not sure what it is. It changes my range if its yes or no though.

Also I have a question. When I did my range for my mercedes. I used my max range as 14685. And it gives me a weapon att of 198. But when I counted my char's weapon att including the passive skills, I get a 216. No matter what i equip, it seems to be always a factor of -18 att off. Not sure why. Thanks for help if possible

Edit:
I figured it out. For some reason if you include Blessing of the Fairies for Cygnus, the damage range comes out wrong. But if you include everything else and not the blessing of the fairies weapon attack. The damage range is just fine. I am not sure if the server's skill is not working or it might be the calculator.

Reply May 18, 2013 - edited
airforce1

@ryuushinou: You should also check if the range reflects damage output. Some of the Character Cards change your range but only add flat damage. I wouldn't put it past Nexon to do something similar with IA.

Reply May 18, 2013 - edited
ryuushinou

@airforce1: -sigh- I left a blank space in there just in case this would happen(when the initial discussion about att% occured). I guessed right then. I'm just using circulators as I get them to test their effects and how they affect range. Things like "%def to damage" is literally +%def onto your clean range(on top of passive %damage buffs) which is then affected by %damage buffs.

I'm writing notes as I go and I'll add them as options into the calculator.

Reply May 18, 2013 - edited
airforce1

@ryuushinou: O.o Let me check that... brb.
EDIT:
I [i]think[/i] you are correct. I currently have +11 dex +6 str. Making 11 dex unaffected by % corrects what I thought was a rounding error of 1 dex. I can't say for sure since I'm getting an error in my str and need to look into how I made a unaffected category for it.

This is going to give me a serious headache...
EDIT 2:
That was surprisingly easy! I've got my Dex/Str totals coming out exactly correct.
It occurs to me that attack from Azwan probably isn't affected % either... You should check that while you're circulating

Reply May 18, 2013 - edited
ryuushinou

@airforce1: Actually I just got +12 dex from Azwan and it adds a flat +12 over your total dex. As far as I can see it does not get affected by %. We may still need that cell </3.

You might also want to look at the dex from equips cell. (I think I've fiddled with that formula a bit AND STILL FIDDLING o.o)

Reply May 18, 2013 - edited
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