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Something I discovered about magic and physical class


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To make rotation of your magic and physical class

Magic = charging skills first -> DoTs second -> direct damage skills

Physical = instant skills -> charge/cast last(avoid to use them if possible)

Just a guideline for anyone who wondering what u should use first :)

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It has to do with the way how skill damage bonus calculation works.

  • For magical skills your base skill damage gets multiplied by your Net MB.
  • For physical skills, the skill damage is added to your total attack damage.

Simplified skill damage formula before applying enemy defenses (lots of multiplicative modifiers omitted):

Where:

  • Net MB = Your MB - enemy MS, minimum 0, maximum depends on version (3200 as of 5.6)
  • Total weapon damage = weapon base damage + weapon and armor enchant damage + power shards
Edited by mooMOOMooMoomoo-KT
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On 12/7/2017 at 2:20 PM, mooMOOMooMoomoo-KT said:

It has to do with the way how skill damage bonus calculation works.

  • For magical skills your base skill damage gets multiplied by your Net MB.
  • For physical skills, the skill damage is added to your total attack damage.

Simplified skill damage formula before applying enemy defenses (lots of multiplicative modifiers omitted):

Where:

  • Net MB = Your MB - enemy MS, minimum 0, maximum depends on version (3200 as of 5.6)
  • Total weapon damage = weapon base damage + weapon and armor enchant damage + power shards

Max 5600MB for CoE/ToE and 6000MB for BoS is what I heard?  800 Spell Crit, 2.3k MA?

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14 hours ago, mooMOOMooMoomoo-KT said:

PvE mobs magic supression list

For example:

350+3200 = 3550 for Crucible Spire / Tower of Challenge: Witch Modor / Grendal the Witch

1392+3200 = 4592 for CoE/GoK: Typhon / Piton

1865+3200 = 5065 for UA siege: Ulsaruk

Oh wow that's a very useful sheet!  So 6k is what you'd need for BoS/Nara, 5.6k is for AoE/CoE/ToE.  What about magical crit?  I found it odd that it's not just a flat %% but I'm guessing there is a type of resist.  Is there no point in going higher than 800 crit spell?  and I heard Mobs don't have much magical evasion so that's not really important.

Edited by Transcend-KT
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10 hours ago, Transcend-KT said:

Oh wow that's a very useful sheet!  So 6k is what you'd need for BoS/Nara, 5.6k is for AoE/CoE/ToE.  What about magical crit?  I found it odd that it's not just a flat %% but I'm guessing there is a type of resist.  Is there no point in going higher than 800 crit spell?  and I heard Mobs don't have much magical evasion so that's not really important.

Unfortunately Magic Suppression is pretty much the only monster stat that can be easily data mined from the data files. (Magic boost is in there too, but basically almost every monster in the game have 0 MB) For other stats such as magic resist, strike resist, spell resist must be experimentally tested in-game which is a very slow process...

Some big damage sorcerer skills have reduced critical probability. Examples include Aetherflame (50%), Storm Strike (50%) Glacial Shard (70%). I have not extensively tested this property yet, but it appears to reduce your crit strike/crit spell to this percentage before enemy Strike Resist is applied. (Final critical chance cannot exceed 50%)

Edited by mooMOOMooMoomoo-KT
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21 hours ago, mooMOOMooMoomoo-KT said:

Unfortunately Magic Suppression is pretty much the only monster stat that can be easily data mined from the data files. (Magic boost is in there too, but basically almost every monster in the game have 0 MB) For other stats such as magic resist, strike resist, spell resist must be experimentally tested in-game which is a very slow process...

Some big damage sorcerer skills have reduced critical probability. Examples include Aetherflame (50%), Storm Strike (50%) Glacial Shard (70%). I have not extensively tested this property yet, but it appears to reduce your crit strike/crit spell to this percentage before enemy Strike Resist is applied. (Final critical chance cannot exceed 50%)

Interesting.  When I first started a month ago I was expecting a deep plethora of information I could mine from researching the game because it's so old.  It's actually quite difficult to find some information sometimes!

So in your opinion what are the ideal stats for a magic based player for end game PvE?  6k mb, 800 crit spell, 2300MA, is 22k HP enough?  Any other stat I should be looking at?

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it depends on what weapon your using (attack speed) glads/temps with PA/gs usually weave every 2-3 hits depending on rotation but dual wield classes (sin/dual wield glad) are every hit = weave and rangers i don't even know if they exist anymore. i still firmly believe MB cap should be removed from the game as ik a sin that can hit like 17k dps in AoE but magic cant go over 10k cuz of the cap. so basically if you play magic class and want to top dps charts JOKES ON US.

also magic isnt charge first. i usually start with priority list, high priority skills which do high dps for low time even if its instant ex concentrated fire on gunner will go first. usually found with a meter u can average out how much each skill does over the time then check the cds to find a proper rotation to use your important skills off cd without wasting time with other cds being up and using filler skills

Edited by Ariana-DN
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On 16/12/2017 at 7:45 PM, Ariana-DN said:

... i still firmly believe MB cap should be removed from the game ...

Oh Hell Nooo!!  with the crazy amounts of crit spell magic clases reach in this patch removing MB cap would be madness... already Gunners and Sorcers can 100-0 me faster than a Sin >:(

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On 12/7/2017 at 2:20 PM, mooMOOMooMoomoo-KT said:

It has to do with the way how skill damage bonus calculation works.

  • For magical skills your base skill damage gets multiplied by your Net MB.
  • For physical skills, the skill damage is added to your total attack damage.

Simplified skill damage formula before applying enemy defenses (lots of multiplicative modifiers omitted):

Where:

  • Net MB = Your MB - enemy MS, minimum 0, maximum depends on version (3200 as of 5.6)
  • Total weapon damage = weapon base damage + weapon and armor enchant damage + power shards

Linear Warriors, Quadratic Wizards

It's much easier to boost damage of magic classes compared to physical classes. This is also why Magic Suppression have much higher effect than physical defense.

 

Edited by mooMOOMooMoomoo-KT
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