Difference In Crit Dmg And Crit Atk Maplestory

Jan 18, 2018  so a 194% CD lushen like yours would optimaly have 194% bonus attack, which equals 900.1.94 = 1746 bonus attack your first set has a little too much CD, but if you use bernard lead, you will get another 30% atk, so its about fine. The second one would be too high on the attack side. Total = 8, highest product would be 4.4 = 16. When you look at the way damage is calculated on a crit it's the same thing (Ignoring other stat scaling abilities). Base dmg. Multiplier. Atk. C Dmg. So you want (Atk. C Dmg) to be the highest possible value, therefore ideally you want Atk%(Total) to be equal to C Dmg. Cri dmg vs atk summoners war download. As atk% subs increase, the value of a 3rd atk% run decreases. A crit rate rune is going to increase critical rate by 58%, which, at a minimum, increases over all damage by 28%. This gives lower spike damage, but higher average damage. As critical damage increases, the value of crit rate increases.

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Then you max a crit boosting passive like Critical Punch-Level 10: Critical Rate +20%, Minimum Critical Damage +10% Then you get 25% crit rate and 130%150% crit damage. I also apparently get +11% crit rate on stunned enemies, but I haven't noticed a huge difference in 25% and 36%. May 09, 2018 We need at most 17.2 luk for 1 attack it seems (from 228 to 229), so we can assume it is 17.2, since it is very close to the lower bound of 17 above. 0 luk 0 crit is around 223 attack. That would be 55.75 attack for 100% crit rate, so 1% crit rate is approximately 10 luk, or 12.5 crit. This leads us to the final formula.

% Damage and % Att??

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Difference In Crit Dmg And Crit Atk Maplestory 2017

edited August 2017 in General Chat
What are the differences between % Damage and % Att? Which one is better to have?

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  • In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.
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    In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?
  • In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..
  • Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive
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    In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..

    Oo ok I see
    Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive

    So does that mean kanna and demon avengar link skill are bad??
  • In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..

    Oo ok I see
    Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive

    So does that mean kanna and demon avengar link skill are bad??

    Not if you have % att on your potentials
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    In Reboot..%ATT is vastly superior to %Damage..I think %Damage is just overall bad though..It doesn't provide much benefit.

    Why is that?

    I think because %attack goes into your range..while %Damage is like..also into your range but only to a certain extent..I know in Reboto its cuz of the passive which gives you 100% damage by default..

    Oo ok I see
    Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
    different formula to put it simpler
    att is multiplicative
    dmg is additive

    So does that mean kanna and demon avengar link skill are bad??

    Not if you have % att on your potentials

    But those links are % damage
  • the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
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    the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
  • the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    Oh ok, I guess it should be named % att but its called % damage in description of the link ty!

    it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.
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    They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
    The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
    Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
    So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.
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    the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    Oh ok, I guess it should be named % att but its called % damage in description of the link ty!

    it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.

    what??, i'm confused again lol so % damage link skill is still better than % damage right?
    They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
    The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
    Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
    So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.

    Ok I see, I will aim for % att then
  • Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
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    Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice

    Ok got it, ty
  • Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
    %damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
    %attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
    Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
    %damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.
  • Part of the damage formula is as follow .. * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ..
    %damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
    %attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
    Yes, % damage link skills are better than the % damage potentials
    % damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
    %damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.

    No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
    Remember that %attack is good, but for someone who doesn't have much ATTACK it won't increase as much damage as %boss, or like this guy in the video who have a lot of %attack so it's better to have boss lines : he have so much %attack that %boss is actually more viable in terms of damag, so he have that much.
    Also link skills are really usefull cause they don't occupy the potential lines, they might be %dmg, but they still are very usefull and strong.
  • the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
    If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.

    so then unless u have potential? those two things are a waste to have entirely correct? i mean why is there atk% and dam%? why cant it just be one thing to do for skills, passives, linkskills, ect? and benefits the range ? seems like a broken system now. ._. because i still dont know which is better to get for higher damage and good range? in potential that is.
  • https://www.reddit.com/r/Maplestory/comments/45g9b0/attack_vs_damage/
    https://www.reddit.com/r/Maplestory/comments/3x7pn4/whats_the_difference_between_att_and_damage_on/
  • No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
    You misunderstood, I never said %boss damage was bad or imply it was useless, going for %damage on weapon/secondary/emblem potential is a waste when you can get %boss damage which is 2/3x more efficient to dps than %damage.
    so then unless u have potential? those two things are a waste to have entirely correct?
    Demon Avenger and Kanna link skill are the best link skill to have because %att link skill doesn't exist.
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Min Crit and Max Crit Merge

Difference in crit dmg and crit atk maplestory free
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Difference In Crit Dmg And Crit Atk Maplestory Download

edited October 2016 in Non-GMS Content Discussion
Source: https://orangemushroom.net/2016/07/14/kms-ver-1-2-259-maplestory-v-5th-job/
If you've been following on KMS news, you would know that the 5th Job Update merged Min Crit and Max Crit into the single Crit Damage. The reason why it happened is because if your Min Crit exceeded your Max Crit, they would be swapped, which KMS called it stupid.
I was really hyped for this change! But here's the thing, by merging the two Crit Damage stats into a single stat, they also merged the two bases into the same stat and the new Crit Damage stat has a min base of 20% and a max base of 50%, and having Crit Damage increases both. So what you ask?
On one hand, this is a huge nerf to classes that were able to have their Min Crit stat get close to or exceed their Max Crit stat, because now they will always have a 30% Crit Damage difference.
But on the other hand, classes that had their total Max Crit increase higher than their total Min Crit increase (I'm looking at you Marksman!) will absolutely love the Min Crit and Max Crit Merge, because this will eliminate the problem of having very unstable Crit Damage.
Also, by merging the two Crit Damages into one, their Hyper Stats got merged as well, saving you Hyper Stat Points, therefore allowing you to distribute the saved points elsewhere.

Difference In Crit Dmg And Crit Atk Maplestory Guide

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    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
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    Crit Damage used to just be a flat 3x damage increase or something like that, didn't it?
    Not sure 'bout that, but I think there was also a time that only Archers and Sins could crit (without SE) lol. It was like, 2x damage at max skill level with like 50% proc, then at 4th job, archers got SE, which increased it to like. 3.3x damage at max level or something. Then they gave everyone a really small crit chance for some reason. And now everyone has an at least okay-ish crit rate and damage.
    Also, hot damn Sharp Eyes and Star Gazer are gonna stack now. Guess those DSE gloves that've been collecting dust in my bank will get some use.
    (Also, truncated link's not working for me? showing up with the ellipses lol)
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak.
  • I just hope the Sylph rings with min/max crit will properly function after the crit merge. Got 3 sylph rings (each being on a diff character) where all were either min or max crit.
    I'd be sad if it became useless or bugged for a long time. And knowing Nexon's streak.
    It's not like you can't get more sources of critical damage. Losing the Slyph Ring frees up another slot for a ring with actual potential.
  • They're changing how the stat works as a whole so to not adjust equipment would be like putting a new product on mass production and distribution without testing or prototypes or even a second thought to 'Do really really need to make a grill that cooks meat with your car's exhaust pipe?'
  • oh nice cool since my zero has a high crit rate anyway.
  • I just wonder if all min and max go to critical damage or they get reduced and you basically hit the same(besides marksman becoming a precised class), also rings like the oz one that increase max critical, will it increase your critical damage?
    And what about buccaneers that have critical damage? will it stay te same or be higher to compensate the min and max merge?
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
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    Here are the Crit Damage difference changes for each class (Excluding classes that aren't in KMS) with just their skills. Negative numbers mean how much more Min Crit than Max Crit they have and positive numbers are vice versa. I ordered them from the biggest negative number to the biggest positive number.
    Dark Knight = -30, -45 while you have 20% HP or higher
    Evan = -30
    Bishop = -25
    Blaze Wizard = -25
    Dual Blade = -25
    Fire Poison = -25
    Ice Lightning = -25, 0 vs enemies with 5 Freeze stacks
    Battle Mage = -20, -35 with Battle Rage active
    Mihile = -15, -30 with Roiling Soul active
    Dawn Warrior = -15
    Demon Avenger = -15
    Demon Slayer = -15
    Kaiser = -15
    Luminous = -15
    Phantom = -15
    Xenon = -15
    Paladin = -11 with a Mace, -6 with a Sword; Combat Orders makes High Paladin give 16% Min Crit
    Buccaneer = -10
    Corsair = -10
    Mechanic = -10
    Cannoneer = -10, -5 with Ice Barrel buff, 0 with Monkey Wave buff, +5 with Ice Barrel buff and Monkey Wave buff
    Kinesis = -8; Comes from Link Skill
    Hero = 0, -15 with Enrage active
    Blaster = 0
    Night Lord = 0
    Night Walker = 0
    Shade = 0
    Zero = 0
    Shadower = 0, +10 with Prime Critical's upcoming effect
    Aran = +5
    Wild Hunter = +15, 0 while you are off your Jaguar
    Angelic Buster = +15
    Bowmaster = +15
    Mercedes = +15
    Thunder Breaker = +15
    Wind Archer = +15
    Marksman = +55, +75 with Bullseye Shot active
    By making your Crit Damage always have a 30% difference, this means all Mages are gonna get nerfed, while all Bowmen are gonna get buffed.
    Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.

  • Also, I found out that KMS halved (rounding up) almost all of the existing crit damage values. For example, Sharp Eyes' 30% Max Crit gets halved to 15%, while the Decent version which had 15%, gets halved to 7.5%, which then gets rounded up to 8%. For skills that gave both Min Crit and Max Crit at differing values (If the two numbers are the same, then the Crit Damage will just be that number), the two values get added to a single number, and then it gets halved. For example, Angelic Buster's Star Gazer which had 30% Min Crit and 60% Max Crit, first gets added together to 90%, and then gets halved to 45%. This was primarily done for balance.
    Do note for anyone reading this, that this means no change. Right now, if your max crit is increased by 30% then your average damage will increase by 15% assuming 100% crit change. So when they combine min/max crit into just crit damage,that 15% is the same buff as you currently get
  • also rings like the oz one that increase max critical,
    Since they only just recently rectified the accuracy stat situation with character cards and some equipment i wouldnt hold my breath.
    They massively nerfed the Oz Max Critical ring.
    At level 4 it gives 28% Critical Damage now, so I can probably assume level 1/2/3 is 7/14/21%.
    28% Critical Damage is equivalent to 56% min critical damage or 56% max critical damage.
    Before at level 4 it doubled your max critical damage. Yes, the text said +100% max crit, but it was actually a 2x multiplier.
    For the classes/players that had over 100% max critical, the ring would give them more than 100% max crit for those 15 seconds.
    Level 1/2/3 were 1.25x/1.5x/1.75x, respectively.
    For 28% Critical Damage to be better than 2x max critical damage, you must have had less than 56% max crit.
    That's very difficult when critical damage is 1.2x to 1.5x at base, which means you already had 20% min crit / 50% max crit by just existing as a character.
    6% max critical is very easy to get.
  • @RisingRain
    But then it turn to be a 28%flat boost? man they nerfed it hard..
  • What about the critical damage hyper stats? I know they are combining the minimum and maximum critical damage together into one stat; but currently for us, it is minimum crit +10% and max crit +15% capped. So what will happen when it gets combined?
    +5% min/max? +10%? +15%? or some other value. I'm hoping it will be at least +10% min/max. Even though max crit loses 5%, we save ~150 hyper stat points.
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