Think we just witnessed an Aurik Woosh!
Think we just witnessed an Aurik Woosh!
Wtf do you care about damage on TW or EP mobs... lol.......................................
Because damage on TW or EP mobs shows us exactly how we can work out damage on high level mobs where variables fluctuate a lot more?Originally Posted by Seditedi
I doubt Blue spells often reach 2.4 pdif without crit anyway, thank god, since no minuet or anything to raise their attack..
lol, missed the mandau spiders joke completely
some douchebag sam was on the colibris, took the first mob I could find.
Cause that's the only sure fire way to test if pdif has changed. God.Originally Posted by Seditedi
People seem to be crying about this, highly doubt it will affect an exp mob or higher. WS damage doesn't appear to be capped though, SAM in ls talking about 1703 Gekko's on Too Weak lol, non SA'ed but hes got Full Overwhelm merits.
Wonder how all these weapon changes will affect ballista. Diorama, quick!
That's awesome, monks and 1 handed weapon users =/= samuraiOriginally Posted by Seditedi
Since there are entire threads dedicated to how much attack you need to cap your pDIF on merit mobs, it is a Definite that this WILL affect exp mob. It isn't that hard to cap attack, especially now that COR rolls are worth a damn.Originally Posted by Seditedi
http://i170.photobucket.com/albums/u...827_215122.png
Visual confirmation w/ Maneater.
Someone was saying dmg was capping with Byakko's Axe as well, last I checked Great Axe was a 2 hand weapon.Originally Posted by Shuemue
Aurik needs to hurry the fuck up and get home and restore my faith in the universe.
(oh and a loltarumnk punches harder than your axe hits ^ )
But differently, with identical dmg from both regular swings and crits.Originally Posted by Seditedi
(and oh yeah, what's the thread called?)
Oddly enough, I used to farm a few NM's awhile back as MNK/THF, because I'd kill much faster than any other job I had, and I'd never surpass 189 damage on a single hit... (on tw placeholders), what I think happened now is that the damage is consistent instead of random with highs and lows.
http://img207.imageshack.us/img207/6156/onoeszc2.jpg
oh noes
really though, it just sounds like the coding for the 2h adjustments was done by the same sauced-up moonmonkey SE usually assigns to work on the coding that will fuck up random other parts of the game if done wrong
Time to drop our Suppas for Abyssals Earrings?!? +5 Scythe skill ftl![]()
My understanding of what's changed:
Pre-update pDIF:
1) cRatio = f(atk, def)
2) cRatio_cap = max( 2.0, cRatio )
3) pDIF = cRatio_cap + rnd(-0.4, 0.6) + crit?1.0:0.0
4) pDIF_cap = max (3.0, pDIF)
Post-update pDIF:
1) cRatio = f(atk, def)
2) pDIF = cRatio_cap + rnd(-0.4, 0.6) + crit?1.0:0.0
3) pDIF_cap = max (2h?3.0:2.0, pDIF)
Result: 1h aren't that nerfed, except if you were all the way against the attack cap before. Against tough stuff you won't see a difference.
However, 2h weapons are insanely boosted, especially since dex=acc now, meaning shit like adaberk, rajas ring, osode, byakko haidate, hecatomb, etc are fucking incredible.
All true except the dex=acc partOriginally Posted by aurik
viewforum.php?f=2 says 1 dex -> 1 acc.Originally Posted by Jooeetheplatypus
Logic says thats both pretty unlikely and very broken if it's true, though I haven't tested it yet :SOriginally Posted by aurik
That would give 2h users +~30 acc naked, not even counting dex+ gear..