KVM 1.0 Glorious Weapon's [Slaughter] Lv 1 & [Destruction] Lv 1 Effect+Formulas - New Player Zone and General Guides - WarpPortal Community Forums

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KVM 1.0 Glorious Weapon's [Slaughter] Lv 1 & [Destruction] Lv 1 Effect+Formulas


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#1 HayrohsLegacy

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Posted 28 April 2012 - 01:42 AM

So me and a friend was conducting our KVM weapon research because browsing search engines was a failure for us to get formulas regarding KVM effects and why you should overupgrade. So we did testings/calculations but we may be wrong about our datas so please feel free to share us whatever that can possibly help us gain more accurate infos about these.

*WP forum threads also are searchable via web engines (eg; Yahoo, Google, etc.), so to help ppl with new Post-Patch infos and why most ppl get KVM Glorious weapons. /ok

Credit also to beckons for helping me & iRO Wiki for the basic infos:
REMEMBER THESE BONUSES ARE AN EXTRA SO FOR EXAMPLE IF YOU WEAR A GLORIOUS SPEAR which it self already gives 95% vs Demi-humani it will add the current extras +14 KVM Spear new weapon upgrade = 95% base + the slaughter 50% which is a total of 145% in KVM Morning Star being a base of 75% so at +14 it would be 125%

*Size penalties still apply.

[Slaughter] Lv 1: 
(Upgrade Lv - 4)^2 = % vs Demi-human damage

Old Weapon Upgrade Lv & % damage table:
+6 [Slaughter] Lv 1 = (6-4)^2 = +4% vs Demi-human damage
+7 [Slaughter] Lv 1 = (7-4)^2 = +9% vs Demi-human damage
+8 [Slaughter] Lv 1 = (8-4)^2 = +16% vs Demi-human damage
+9 [Slaughter] Lv 1 = (9-4)^2 = +25% vs Demi-human damage
+10 [Slaughter] Lv 1 = (10-4)^2 = +36% vs Demi-human damage
+11 [Slaughter] Lv 1 = (11-4)^2 = +49% vs Demi-human damage
+12 [Slaughter] Lv 1 = (12-4)^2 = +64% vs Demi-Human damage
+13 [Slaughter] Lv 1 = (13-4)^2 = +81% vs Demi-Human damage
+14 [Slaughter] Lv 1 = (14-4)^2 = +100% vs Demi-Human damage

New Weapon Upgrade Lv & % damage table:
+10 = +30% vs Demi-Human damage
+11 = +35% vs Demi-Human damage
+12 = +40% vs Demi-Human damage
+13 = +45% vs Demi-Human damage
+14 = +50% vs Demi-Human damage

[Slaughter] Lv 2: 
(Upgrade Lv - 3)^2 = % vs Demi-human damage (Not yet implemented)
+6 [Slaughter] Lv 1 = (6-3)^2 = +9% vs Demi-human damage
+7 [Slaughter] Lv 1 = (7-3)^2 = +16% vs Demi-human damage
+8 [Slaughter] Lv 1 = (8-3)^2 = +25% vs Demi-human damage
+9 [Slaughter] Lv 1 = (9-3)^2 = +36% vs Demi-human damage
+10 [Slaughter] Lv 1 = (10-3)^2 = +49% vs Demi-human damage
+11 [Slaughter] Lv 1 = (11-3)^2 = +64% vs Demi-human damage
+12 [Slaughter] Lv 1 = (12-3)^2 = +81% vs Demi-Human damage
+13 [Slaughter] Lv 1 = (13-3)^2 = +100% vs Demi-Human damage
+14 [Slaughter] Lv 1 = (14-3)^2 = +121% vs Demi-Human damage

[Destruction] Lv 1 or [Obliteration] Lv 1 (in some other RO versions):
(Upgrade Lv - 5)*2 = % increase in magical damage against Demihuman, and % increase in magical defense ignoring damage against Demihuman.

Old Weapon Upgrade Lv & % damage table:
+10 = 25% Magic damage vs Demi-human damage+Ignore MDEF
+11 = 36% Magic damage vs Demi-human damage+Ignore MDEF
+12 = 49% Magic damage vs Demi-human damage+Ignore MDEF
+13 = 64% Magic damage vs Demi-human damage+Ignore MDEF
+14 = 81% Magic damage vs Demi-human damage+Ignore MDEF

Upgrade Lv ATK bonuses:
Weapon Lv. 4 - Every +1 upgrade gives 7 ATK, 0~14 ATK for every Over Upgrade pass the +4 safety limit, and 12 ATK for every High Upgrade pass +15.A +20 level 4 weapon gives 201~424 extra ATK and MATK.

*Will keep updating for corrections or new changes.
 


Edited by HayrohsLegacy, 18 May 2016 - 01:58 AM.

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#2 Riakuta

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Posted 28 April 2012 - 01:47 AM

Old Weapon Upgrade Lv & % damage table:

This is the current calculation for all weapons with [Slaughterer Lv 1] except Glorious Flamberge & Glorious Gladius ^^.

So a +14 Glorious Spear would give 195% & a +14 Glorious Morning Star would be 175%.
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#3 HayrohsLegacy

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Posted 28 April 2012 - 02:49 AM

Old Weapon Upgrade Lv & % damage table:

This is the current calculation for all weapons with [Slaughterer Lv 1] except Glorious Flamberge & Glorious Gladius ^^.

So a +14 Glorious Spear would give 195% & a +14 Glorious Morning Star would be 175%.


Yes, from the other thread:

January 31 Maint

KVM dagger and 1 handed sword have description and effect fixed.
for every upgrade 6 to +14 will give a 5% damage bonus to demi human per refine over 5. It does NOT increase defense piercing increase beyond the 5% bonus at +6.


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#4 RennaSaintsworth

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Posted 28 April 2012 - 03:54 AM

Thanks for the info :no1:
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#5 SirDouglas

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Posted 28 April 2012 - 07:13 AM

Old Weapon Upgrade Lv & % damage table:

This is the current calculation for all weapons with [Slaughterer Lv 1] except Glorious Flamberge & Glorious Gladius ^^.

So a +14 Glorious Spear would give 195% & a +14 Glorious Morning Star would be 175%.


What? This should be applied to all weapons. These guys making -_- again.

Edited by SirDouglas, 28 April 2012 - 07:14 AM.

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#6 CeruleanGamer

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Posted 28 April 2012 - 07:19 AM

I want a slaughter effect bonus like that on my Glorious Destruction Staff.... :o
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#7 SirDouglas

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Posted 28 April 2012 - 08:02 AM

Linear progression formula to all kvm weapons, not only for one-handed sword and dagger.
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#8 Riakuta

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Posted 28 April 2012 - 08:08 AM

Linear progression formula to all kvm weapons, not only for one-handed sword and dagger.


There was a reason the Glorious Flamberge & Glorious Gladius Slaughter formula was reduced. Because by dual wielding these weapons their effects would stack. This by far would trump all other Glorious weapons as it would be a 3.5x damage increase compared to the 1.7x damage increase from a +14 Glorious Weapon.
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#9 SirDouglas

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Posted 28 April 2012 - 08:12 AM

Im not a GX. kRO fixed this a long time ago, and do not think it was that way.
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#10 HayrohsLegacy

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Posted 18 September 2012 - 04:03 AM

There was a reason the Glorious Flamberge & Glorious Gladius Slaughter formula was reduced. Because by dual wielding these weapons their effects would stack. This by far would trump all other Glorious weapons as it would be a 3.5x damage increase compared to the 1.7x damage increase from a +14 Glorious Weapon.


I think to avoid the overpower dual wielding of ninja's future kagero or oboro, not sure.
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#11 asayuu

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Posted 18 September 2012 - 05:16 AM

I think to avoid the overpower dual wielding of ninja's future kagero or oboro, not sure.


Oh no, it's just to prevent dual dagger / sword GXs to be useful. If it was for K/O, only the dagger would be nerfed :ok:

Actually it would be a smart trick to the staff. Pushing effect back to normal = dual dagger assassins making two KVMs = more upgrading fees and enriched ores = more money and a useful build.

Edited by asayuu, 18 September 2012 - 05:17 AM.

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#12 SirDouglas

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Posted 18 September 2012 - 07:36 AM

They hide the formula (onde-handed sword/dagger) and said they would treat me as a spammer if I insist that it is a bug.
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#13 Tofu

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Posted 18 September 2012 - 08:03 AM

[Destruction] Lv 1 or [Obliteration] Lv 1 (in some other RO versions):
(Upgrade Lv - 5)*2 = % increase in magical damage against Demihuman, and % increase in magical defense ignoring damage against Demihuman.

Old Weapon Upgrade Lv & % damage table:
+10 = 10% Magic damage vs Demi-human damage+Ignore MDEF
+11 = 12% Magic damage vs Demi-human damage+Ignore MDEF
+12 = 14% Magic damage vs Demi-human damage+Ignore MDEF
+13 = 16% Magic damage vs Demi-human damage+Ignore MDEF
+14 = 18% Magic damage vs Demi-human damage+Ignore MDEF


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#14 Lee954

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Posted 17 June 2013 - 12:39 AM

So if its On overpowering dual wielding, they lowered the damage decrease to balance all powers and bonuses of other Classes' KVM weapons
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