![]() Also, 1 = 100%, 0.1 = 10% in calculations they are the same thing.Īfter the long post above explaining details of stats and calculations, we now move on to the applications. Due to the nature of calculation, where these parameters act as multipliers, they are calculated separately and the order of which is calculated first does not matter. Ultimately, the total FD is added up and can exceed 100%.ī. FD can also be sourced from skills such as Erratic Power or skill heraldries, such as damage plates, which add 20% FD for that particular skill. For each cap, there is a certain amount of FD which a character can stack before they hit a limit of 100%. This stat is highly valued due to being a different multiplier which can be used to boost damage output. Currently, there is no limit for elemental attack for both gears and skills.įinal damage is a stat which increases your damage output. Although elemental attack is derived from both gears and skills, they are added together during calculations. Currently, due to the availability of ECJs, any class can deal elemental damage and hence, this stat becomes useful for damage boosting. Unlike other calculations, critical damage has no 1 + CDMG formula due to its value shown in the stat window already being formatted for calculation.Įlemental attack is a stat which increases your damage output for that respective element. Critical damage is increased either by STR or INT stats, or by raising the critical damage stat directly. This results in the maximum damage of a critical hit to deal 3x of non-critical hits. Critical is capped at 89%.Ĭritical damage is a stat which further increases the damage output of critical hits by up to 100%. ![]() Without the influence of critical damage, critical hits deal 2x of non-critical hits. Refer to the picture below for evidence (credits to myon for highlighting this again).Ĭritical is the chance of dealing double damage or higher, which is increased by raising the AGI or the critical stat directly. This means that class with high ATK % from passives and class masteries need to be aware that further ATK % buffs will have high diminishing returns or even hitting the 100% cap. In a way, the ATK % can also be viewed as a form of multiplier.Īlso, take note that this blue value has a limit of 100% of gear. Hence:īlue value = (White value + Green value) * ATK %īecause this calculation is multiplied using the final values of the gear ATK, we do not include it in our gear ATK calculations. Hence, its class mastery is 5% ATK increment of the green and white values. In our example, the character is a gear master. These increments are calculated based on the green and white values, which are both contributed by gear. These include Rock of Blessing (10%), Class Masteries (varies), Breaking Point (10%) and so forth. The blue value is actually the calculation of damage from skill based ATK % increments.
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