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  1. #21
    Yoshi P
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    Quote Originally Posted by Sidanoir
    Wow cool stuff and nice info..

    So basically you just played with your attack and kept Conning the mob until you went from High defense to no comment to low defense and that those messages have a set value? Thats the jist of what you are saying unless I misunderstand you. So my question is how do you find out that set value ? Or did someone do some tests about that in the past.
    Once you have the exact turning point you can use the following method from VZX's website:

    Defense Information
    Let AttackDefense Ratio = Your attack / monster defense.

    /check will display the ratio without taking into account Level Correction function
    If AttackDefenseRatio < 1.00 → High Defense
    If AttackDefenseRatio > 1.25 → Low Defense
    Other ratio range → No defense info displayed
    So say you found the point where it goes from Normal to High. In that case:

    LowestAtkWhereMobConnedNormal/DEF = 1.0

    Solve for DEF gives you the mob's DEF.

    On the other hand, if you found the point where it goes from Normal to Low, then you solve:

    HighestAtkWhereMobConnedNormal/DEF = 1.25

    Solve for DEF gives you the mob's DEF.

  2. #22
    Bagel
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    Are the lowered melee attack caps on the Greater Colibri (or other mobs for that matter) derived by forumla or did you actually get each of the 3 Dias to land during your tests?

  3. #23
    Yoshi P
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    Quote Originally Posted by Vedder
    Are the lowered melee attack caps on the Greater Colibri (or other mobs for that matter) derived by forumla or did you actually get each of the 3 Dias to land during your tests?
    I multiplied the DEFs by .95, .9, and .85 respectively, and re-solved for Attack.

  4. #24
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    :O Throw some Caedarva Mire mob info in there! This will be amazing for my Sea Puk soloing however, thanks. XD

  5. #25
    Melee Summoner
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    What is the general consensus on the definition of "Attack Cap"?

  6. #26
    Yoshi P
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    Quote Originally Posted by Bununyunu
    What is the general consensus on the definition of "Attack Cap"?
    When your "Level Corrected Atk/Def ratio" is greater than or equal to 2.

    http://www.freewebs.com/vzx-01/

  7. #27
    Fake Numbers
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    Quote Originally Posted by divisortheory
    Quote Originally Posted by Bununyunu
    What is the general consensus on the definition of "Attack Cap"?
    When your "Level Corrected Atk/Def ratio" is greater than or equal to 2.

    http://www.freewebs.com/vzx-01/

    This was pretty well described on page 1 in case you missed it.

  8. #28
    Melee Summoner
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    Quote Originally Posted by Codernaut
    Quote Originally Posted by divisortheory
    Quote Originally Posted by Bununyunu
    What is the general consensus on the definition of "Attack Cap"?
    When your "Level Corrected Atk/Def ratio" is greater than or equal to 2.

    http://www.freewebs.com/vzx-01/

    This was pretty well described on page 1 in case you missed it.

    Quote Originally Posted by divisortheory
    Yes. Feel free to verify the math. The equation I'm using is:

    Atk/EnemyDef - (EnemyLv - 75) x .05 = 2

    Plug in EnemyDef and EnemyLv, solve for Atk to get the cap.


    I had no idea what he meant until I read what was posted on the VZX site.

  9. #29
    VZX
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    Quote Originally Posted by aurik
    Also, are you considering the level-difference penalty when calculating the attack caps?
    umm no no,
    level-difference doesn't account to /check.

    if you found lv 80 mob with the same defense of that lv 75 mob then the amount of attack you need for /check changing from low->no disp. -> high def doesn't change

    sorry forgot to put that on the note.

    Also.. don't forgot 2 digit rounding (At least that's what I found consistent when determining Abraxas' defense) for precise number

    P.S : defense down is the amazing-est debuff ('.')b

  10. #30
    Ridill
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    Quote Originally Posted by VZX
    Quote Originally Posted by aurik
    Also, are you considering the level-difference penalty when calculating the attack caps?
    umm no no,
    level-difference doesn't account to /check.

    if you found lv 80 mob with the same defense of that lv 75 mob then the amount of attack you need for /check changing from low->no disp. -> high def doesn't change

    sorry forgot to put that on the note.

    Also.. don't forgot 2 digit rounding (At least that's what I found consistent when determining Abraxas' defense) for precise number

    P.S : defense down is the amazing-est debuff ('.')b
    yea it doesn't affect /check but it affects the calculated "attack cap" that DT posted here, wanted to make sure he was including that.

    Similarly you can go hit stuff quite easily that is "high evasion" to your current weapon skill if you are above it. there is a level based correction for accuracy. I was skilling up on lv 73-75 mobs with a lv160 weapon with +40 accuracy, hitting them fine. If I took a lv 55 monk (178 skill or so) with 40 accuracy, he'd miss them all day long.

  11. #31
    Puppetmaster
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    Quote Originally Posted by divisortheory

    I know I looked like a complete idiot out there with standing around naked with a mandau with no body armor but swapping out all kinds of stupid leg armor like Republic Subligar and stuff. The gear I used was:
    I'm sure those on Valefor didn't poke/prod you while you were doing this. >.>

  12. #32
    Sea Torques
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    Awesome info, wish I had access to this when fiddling around in the Samurai Weaponskills thread.
    Thanks for taking the time to look stupid at meritpo camps to find this for us ^_^

  13. #33
    VZX
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    Just want to confirm..
    Are you multiplying by 0.95, 0.90, and 0.85 to the normal attack cap for attack cap with Dia I, II, and III respectively?
    Dia I has 13/256 defense down
    Dia II has 26/256 defense down
    Dia III has 39/256 defense down

    I just wondering why my number is not the same as yours... is the dia def down number is wrong... or you just simplification of Dia def down numbers

    and a reply to divisortheory :
    BTW, since we know the mob's exact DEF now, is there an easy way to get the mob's VIT?
    get a RNG. Have them to have their corrected atk/def ratio to 0.9~1.1, then they have constant number damage per shot. from there you can determine the fSTR2, and thus, you can easily compute the STR-VIT difference and the VIT of the mob. This is the way Studio Gobli used to use before ranged attack adjustment last year (I think it become feasible again from last ranged attack patch)

  14. #34
    Yoshi P
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    Quote Originally Posted by VZX
    Just want to confirm..
    Are you multiplying by 0.95, 0.90, and 0.85 to the normal attack cap for attack cap with Dia I, II, and III respectively?
    Dia I has 13/256 defense down
    Dia II has 26/256 defense down
    Dia III has 39/256 defense down

    I just wondering why my number is not the same as yours... is the dia def down number is wrong... or you just simplification of Dia def down numbers
    Yes. I multiplied the DEF by 0.95, 0.9, and 0.85. I didn't use the /256 ratio. Does it make the numbers come out differently?

  15. #35
    VZX
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    Quote Originally Posted by divisortheory
    Quote Originally Posted by VZX
    Just want to confirm..
    Are you multiplying by 0.95, 0.90, and 0.85 to the normal attack cap for attack cap with Dia I, II, and III respectively?
    Dia I has 13/256 defense down
    Dia II has 26/256 defense down
    Dia III has 39/256 defense down

    I just wondering why my number is not the same as yours... is the dia def down number is wrong... or you just simplification of Dia def down numbers
    Yes. I multiplied the DEF by 0.95, 0.9, and 0.85. I didn't use the /256 ratio. Does it make the numbers come out differently?
    yes, slightly. about 1~2 point difference

    well, if you want some exact numbers..
    and I think you got some miscalculation on bugard normal capped attack.
    It should be 854 instead of 836

  16. #36
    VZX
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    I guess I'd post something what I did a few months ago:
    this is taken from my post in a thread in Alla
    Troll :
    Level : ???
    VIT 86~87
    Def : around 340~ low 360

    at least you can tell how much VIT they have

  17. #37
    Sea Torques
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    Does the benefit of high attack begin to taper off as you approach the cap or is it a steady increase right up to the point of capping it?

    Also, semi related.. at the point a mob cons low evasion, has anyone parsed what accuracy percentage that produces? I've had some mobs con low evasion and still had some pretty nasty accuracy it seems..

  18. #38
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by VZX
    Quote Originally Posted by divisortheory
    Quote Originally Posted by VZX
    Just want to confirm..
    Are you multiplying by 0.95, 0.90, and 0.85 to the normal attack cap for attack cap with Dia I, II, and III respectively?
    Dia I has 13/256 defense down
    Dia II has 26/256 defense down
    Dia III has 39/256 defense down

    I just wondering why my number is not the same as yours... is the dia def down number is wrong... or you just simplification of Dia def down numbers
    Yes. I multiplied the DEF by 0.95, 0.9, and 0.85. I didn't use the /256 ratio. Does it make the numbers come out differently?
    yes, slightly. about 1~2 point difference

    well, if you want some exact numbers..
    and I think you got some miscalculation on bugard normal capped attack.
    It should be 854 instead of 836
    Throw Frightful Roar and Enervation into the mix. And Angon.

  19. #39
    I'll change yer fuckin rate you derivative piece of shit
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    Quote Originally Posted by Stellar
    Does the benefit of high attack begin to taper off as you approach the cap or is it a steady increase right up to the point of capping it?
    For critical hits, yes, for melee swings it's pretty much linear. Take a harder look at VZX's chart and you'll see that the high end of crits are capping (although the low end of the range for crits continues to rise) as you approach the cap, but the high and low end steadily linearly increases for normal hits.

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