Doom Slayer [1] does not work correctly - Page 4 - RO Bug Reporting Archive - WarpPortal Community Forums

Jump to content


Photo
- - - - -

Doom Slayer [1] does not work correctly


  • This topic is locked This topic is locked
80 replies to this topic

#76 Sera

Sera

    Too Legit To Quit

  • Members
  • 4831 posts
  • Locationthis evil world
  • Playing:Ragnarok Online
  • Server:iRO Chaos

Posted 14 February 2011 - 12:05 AM

Basically anything that adds +ATK power is weaker than the attack power natively on a weapon.

A weapon that has 50 attack power and +50 ATK is weaker than a weapon with 100 attack power.

I don't know how else to explain it besides that.
  • 0

#77 SamuelAdams

SamuelAdams

    Awarded #1 Troll

  • Members
  • 720 posts
  • Playing:Nothing

Posted 14 February 2011 - 12:24 AM

Heim used this weapon over-upgraded as an example I think (calling it by the wrong name), it's sad because most things are better than it, without the negatives.
If it was a balance thing, it has the negatives to it already, and should be made useful at least. Unlike a certain other equip people are yelling for an unbalanced change for...
  • 0

#78 Sera

Sera

    Too Legit To Quit

  • Members
  • 4831 posts
  • Locationthis evil world
  • Playing:Ragnarok Online
  • Server:iRO Chaos

Posted 14 February 2011 - 12:36 AM

What I don't understand is the necessity for multiple kinds of stats.

Attack should always be attack, intelligence should always be intelligence.

Having multiple kinds of a single stat makes the game overly complicated, obnoxious, and slightly deceptive.

Edited by Sera, 14 February 2011 - 12:36 AM.

  • 3

#79 Cryslia

Cryslia

    I made it Off Topic

  • Members
  • 97 posts

Posted 14 February 2011 - 11:01 AM

they are saying that the 340 att is only applied after any str modifications equip att is not affected by str at all where as weapons base att is.
think of it as bonus att rather than att gained from the weapons power or your str wielding a powerful axe thus it acts as merely a buff for dmg not a buff to the actual att itself
term
((weapon x str mod)+bonus att)) x skill mod
vs ((weapon +bonus)x str mod) x skill mod
plug in numbers youll see the dmg varies more with skill than straight att
example excuse the missing status att for brevity and str mod for simplicity 1.2 is only 40 str btw
((10x1.2)+340))x1000%= 3520 dmg
vs((10+340)x1.2))x 1000%= 4200 dmg
  • 0

#80 iiNote

iiNote

    Too Legit To Quit

  • Members
  • 1148 posts
  • Playing:Ragnarok Online
  • Server:Valkyrie

Posted 14 February 2011 - 11:12 AM

So in other words the weapon's 340ATK add is like an RK's Enchant blade buff... that adds to melee dmg but not skills?
Awesome, now you know how a RK's feels...
and I was really hoping enchant blade would add more dmg like aura blade.. but nope.. it's just pretty useless to most RK builds...
  • 0

#81 Sera

Sera

    Too Legit To Quit

  • Members
  • 4831 posts
  • Locationthis evil world
  • Playing:Ragnarok Online
  • Server:iRO Chaos

Posted 29 March 2011 - 09:49 PM

No, it does add damage to skills, but it isn't used for the full calculation, and so the damage it adds is much lower than if it were +340 weapon attack.

Cryslia explains it pretty well. In both cases, it is adding damage to the skills:

example excuse the missing status att for brevity and str mod for simplicity 1.2 is only 40 str btw

((10x1.2)+340))x1000%= 3520 dmg

vs((10+340)x1.2))x 1000%= 4200 dmg


But in the first example, that is using the 340 as equipment attack, whereas in the second example, it is using the 340 as weapon attack. In that particular instance, there's basically a 700 damage difference, which is fairly significant.

If it were not adding ANY damage at all to skills, it would give 1200 damage instead.

Edited by Sera, 29 March 2011 - 09:50 PM.

  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users