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  1. #1
    RIDE ARMOR
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    Secondary Attributes on Weaponskills

    I saw this over at lolalla the other day and I wanted to know if it was true.

    well, i don't know if i'm doing it right but

    i have a base STR of 65, 20% = 20% of 65 = 13, so you need to exceed +13 STR

    i think thats how it works, not sure though
    Basically, is adding anything above 20% of your base strength (or whichever stat) useless for a secondary modifier when using a weaponskill?

  2. #2
    23 years old
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    From the way I've always heard of it, it takes the total value the stat in question (say 154STR), takes a % off of it (20%), floors the decimal (30.8 --> 30) and adds that to the base damage of your weapon (85 damage algol goes up to 115).

  3. #3
    VZX
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    to OP :
    What they said is totally wrong. They might mistaken it to STR-VIT cap... and in some funny way, they make their own version of calculation.

  4. #4
    Jg
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    Quote Originally Posted by Ryko
    From the way I've always heard of it, it takes the total value the stat in question (say 154STR), takes a % off of it (20%), floors the decimal (30.8 --> 30) and adds that to the base damage of your weapon (85 damage algol goes up to 115).
    For a weaponskill like spinning slash, 30% str and 30% int modifiers, how would this work out? add 30% of str and add 30% of int to the base damage of the great sword?

    What does this say about ws's with 2 modifiers when 1 of the modifiers is Str? I'm not an expert in the formulas to calculate ws damage, so would someone who is please tell me if maxing out strength would be more benefitial than doing some str and some int according the how the formulas are set up.

    edit: I found a perfect example to help ask my question. Hecatomb Mittens+1 (8str) and Abyss Gauntlets (8int) are options for ws gear. Since they both give the same +8 to the 2 modifiers which are both 30%, you would think that they are an equal choice for added damage either way right? Does Str have an effect beyond the ws modifier, which makes it more valuable than int even though they are equal ws modifiers?

  5. #5
    Black Belt
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    str also helps your str v. vit check, and adds attack.

  6. #6
    Nidhogg
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    STR also increases DMG cap if im wrong no?

  7. #7
    VZX
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    Quote Originally Posted by Jg
    Quote Originally Posted by Ryko
    From the way I've always heard of it, it takes the total value the stat in question (say 154STR), takes a % off of it (20%), floors the decimal (30.8 --> 30) and adds that to the base damage of your weapon (85 damage algol goes up to 115).
    For a weaponskill like spinning slash, 30% str and 30% int modifiers, how would this work out? add 30% of str and add 30% of int to the base damage of the great sword?
    yeah,
    add 30% of both and then truncate them to integer.

    What does this say about ws's with 2 modifiers when 1 of the modifiers is Str? I'm not an expert in the formulas to calculate ws damage, so would someone who is please tell me
    that means outside of STR-VIT factor, you got another 30% of your STR to be added in your base damage.
    if maxing out strength would be more benefitial than doing some str and some int according the how the formulas are set up.
    if it's 30%/30%, then, practically, yeah.

    edit: I found a perfect example to help ask my question. Hecatomb Mittens+1 (8str) and Abyss Gauntlets (8int) are options for ws gear. Since they both give the same +8 to the 2 modifiers which are both 30%, you would think that they are an equal choice for added damage either way right?
    it's become equal (somewhat) only when your fSTR is capped, which usually don't most of the time.

    Does Str have an effect beyond the ws modifier, which makes it more valuable than int even though they are equal ws modifiers?
    Code:
    base damage = weapon Damage + fSTR + Secondary Att. Modifier
                                    ^
                       This guy increase by 1 point
                            for every 4~6 STR
    Quote Originally Posted by LinktheDeme
    STR also increases DMG cap if im wrong no?
    No, they don't.

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