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best choice katar? more slots but less damage? or conversely?


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#1 TestingROO

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Posted 14 October 2017 - 04:01 AM

hello,

 

i decided to open this thread to bring light into the darkness, for me and others who have no clue.

ill ask some questions here we go:

 

 

1. as we know there are weapon levels from 1-4 ... by upgrading them (+3, +4, +5) these weapons are getting stronger.

if i upgrade an lvl 3 weapon (+1) it gives me extra +5 attack ... if i upgrade it more, then i get additional +5, +5 attack, and so on...

 

what are the repercussions if the weapon is lvl 1, 2, 4? do i still get +5 attack each upgrade? or is it less / more?

 

2. an example: i want to make myself a weapon to kill water property monsters, which choice would do the most damage?

2.1 Katar of Piercing Wind (105 Attack, Weaponlvl 3) with 3x Drainiliar Card

2.2 Jur (125 Attack, Weaponlvl 2) with 3x Drainiliar Card + sage skill wind property (lightning loader)

2.3 Specialty Jur (90 Attack, Weaponlvl 1) 4x Drainiliar card + sage skill wind property (lightning loader)

 

important consider the weapon upgrade, because i know that weapon lvl 3 gives +5 attack each upgrade, but i dont know how it will effect on weapon lvl 1, 2 and so on...

 

 

3. now the same question for pvp, what would u recommend

3.1 Specialty Jur (90 Attack, Weaponlvl 1) with like 3x Hydra, 1 Skeleton Worker?

3.2 Jur (125 Attack, Weaponlvl 2) with 2 Hydra and 1 Skeleton worker?

3.3 Katar (148 Attack, Weaponlvl  3) with Hydra and 1 Skelekton Worker?

3.4 Infiltrator (140 Attack, Weaponlvl 4 with Hydra or Skeleton worker?

 

 

and dont forget about the weapon upgrades (+3, +4, +5...)

 

 

 

thats all, i spend a lot of care to open this thread.

hopefully someone of u can help me


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#2 Boonce

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Posted 15 October 2017 - 11:18 PM

This is a minor detail but just correcting the note on over-upgrades - they are not exactly the same as the safe upgrades. For level 3 for example it adds 0~8 dmg (which is like +4 instead of +5 from safe upgrades). From irowiki.org...

 

 

An upgraded weapon will get the following bonuses (for conciseness, only ATK is written):

  • Level 1 - Every +1 upgrade gives 2 ATK, 0~3 ATK for every Over Upgrade pass the +7 Safety Limit, and 12 ATK for every High Upgrade pass +15.
  • Level 2 - Every +1 upgrade gives 3 ATK, 0~5 ATK for every Over Upgrade pass the +6 Safety Limit, and 24 ATK for every High Upgrade pass +15.
  • Level 3 - Every +1 upgrade gives 5 ATK, 0~8 ATK for every Over Upgrade pass the +5 Safety Limit, and 36 ATK for every High Upgrade pass +15.
  • Level 4 - Every +1 upgrade gives 7 ATK, 0~14 ATK for every Over Upgrade pass the +4 Safety Limit, and 48 ATK for every High Upgrade pass +15.

 

 

 

 

Regarding level 1 with four cards vs. level 3 with two cards... Basically it comes down to how much strength you have and to know exactly which is better you should use a calculator. The general rule is that if you have high strength, say 99, you will want more cards (as that already gives you plenty of +ATK). But if you have 1 strength then the higher base damage weapon with two cards will hit harder. 

 

I haven't calculated it myself so I can't tell you exactly where the breakpoint is (i.e. I can't tell you exactly what weapon is better for a given strength).

 

Hope that helps.


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#3 Ashuckel

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Posted 16 October 2017 - 02:50 AM

 But if you have 1 strength then the higher base damage weapon with two cards will hit harder. 

 

Weapons with high base atk benefit more from STR than lower base atk, each point in STR gives +0,5% of the weapon base atk. If you gonna pick more or less card slots it depends mostly on the weapon itself, how much combined atk it gives with it's base atk, refine bonus and str bonus. Specific carded weapons will most of the time do the most damage, at the cost of being very specific.


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#4 mattxor

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Posted 16 October 2017 - 10:52 PM

3.1 Specialty Jur (90 Attack, Weaponlvl 1) with like 3x Hydra, 1 Skeleton Worker?

3x Hydra Card 1x Skeleton Worker Card = 184% Damage [(120%+120%+120%)*115%]

90*184% = 165.6 damage no upgrade

 

3.2 Jur (125 Attack, Weaponlvl 2) with 2 Hydra and 1 Skeleton worker?

2x Hydra Card 1x Skeleton Worker Card = 161% Damage [(120%+120%)*115%]

125*161% = 201.25 damage no upgrade

 

3.3 Katar (148 Attack, Weaponlvl  3) with Hydra and 1 Skelekton Worker?

1x Hydra Card 1x Skeleton Worker Card = 138% Damage [(120%)*115%]

148*138% = 204.24 damage no upgrade

 

3.4 Infiltrator (140 Attack, Weaponlvl 4 with Hydra or Skeleton worker?

1x Hydra Card  = 170% Damage [(120%+150%)]

140*170% = 238 damage no upgrade

 

1x Skeleton Worker Card = 172.5% Damage [(150%)*115%]

140*172.5% = 241 damage no upgrade

 

If this is correct, the infiltrator with skeleton worker card would be the best pvp option.

 

 

 

 


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#5 TestingROO

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Posted 17 October 2017 - 01:49 AM

lol thanxs,

 

are u an professor or something? :)

 

 

yes infiltrator will maybe the best if upgraded or not...

 

but u multiply the attack of the weapon + % damage card...

but do i have to consider my base attack too? or only the attack from the weapon?

 

i dunno how they compute it in classic and renewal...

 


Edited by TestingROO, 17 October 2017 - 01:51 AM.

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#6 Ashuckel

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Posted 17 October 2017 - 01:59 AM

your status atk isnt affected by % mods, except skill/crit dmg/ranged ones. Only the weapon atk, wich is the base atk+refine bonus+str scaling.
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#7 Zeysh

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Posted 18 October 2017 - 09:07 AM

 

3.1 Specialty Jur (90 Attack, Weaponlvl 1) with like 3x Hydra, 1 Skeleton Worker?

3x Hydra Card 1x Skeleton Worker Card = 184% Damage [(120%+120%+120%)*115%]

90*184% = 165.6 damage no upgrade

 

3.2 Jur (125 Attack, Weaponlvl 2) with 2 Hydra and 1 Skeleton worker?

2x Hydra Card 1x Skeleton Worker Card = 161% Damage [(120%+120%)*115%]

125*161% = 201.25 damage no upgrade

 

3.3 Katar (148 Attack, Weaponlvl  3) with Hydra and 1 Skelekton Worker?

1x Hydra Card 1x Skeleton Worker Card = 138% Damage [(120%)*115%]

148*138% = 204.24 damage no upgrade

 

3.4 Infiltrator (140 Attack, Weaponlvl 4 with Hydra or Skeleton worker?

1x Hydra Card  = 170% Damage [(120%+150%)]

140*170% = 238 damage no upgrade

 

1x Skeleton Worker Card = 172.5% Damage [(150%)*115%]

140*172.5% = 241 damage no upgrade

 

If this is correct, the infiltrator with skeleton worker card would be the best pvp option.

 

The calculations are not correct in renewal mechanic. 

 

In Renewal, Final atk = [{Base weapon atk + Refine atk + Card atk + (Base weapon atk*Main Stat/200)} * Size/Element/Race Modifier] + Mastery atk + Buff atk + (Status atk)*2

 

However the order are still correct. Keep in mind that Base weapon atk made a huge part in renewal calculation. It's the only part that your main stat bonus kick in.


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#8 Ashuckel

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Posted 18 October 2017 - 09:14 AM

its not incorrect, but rather just overly simplified to only the weapon base atk. And you dont need to do much more than that if you want just a baseline on them.
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#9 Boonce

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Posted 19 October 2017 - 01:54 AM

FYI I have since done the calculation on my strength (39 or 40 final strength) and Katar [2] was highest dps.


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#10 Ashuckel

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Posted 19 October 2017 - 02:01 AM

And it should be, on most if not any non demihumam target scenario.
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