Damage% vs Att% General MapleStory Forum Talk about MapleStory in general. So 10% damage on a 2mil range would be 2.2mil. Boss% does not affect your range. Boss% is merely a percentage of your damage output. Meaning if you hit 20mil per line on a boss, 30% boss would make those lines 26mil. May 16, 2018 Since there was already a critical rate thread, I was thinking, why not damage formula too.The damage formula is essential for strategies involving min-maxing, to avoid having to try things out one by one. However, there does not seem to be any information regarding the damage formula, so I would like the help of beta testers to provide data in order to reverse engineer the damage formula.
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% Damage and % Att??
Reactions: 1,555
Member, Private Testeredited August 2017 in General Chat
What are the differences between % Damage and % Att? Which one is better to have?
Comments
- In Reboot...%ATT is vastly superior to %Damage...I think %Damage is just overall bad though...It doesn't provide much benefit.
- Reactions: 1,555Member, Private TesterIn Reboot...%ATT is vastly superior to %Damage...I think %Damage is just overall bad though...It doesn't provide much benefit.
Why is that? - In Reboot...%ATT is vastly superior to %Damage...I think %Damage is just overall bad though...It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range...while %Damage is like...also into your range but only to a certain extent...I know in Reboto its cuz of the passive which gives you 100% damage by default... - Depends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive - Reactions: 1,555Member, Private TesterIn Reboot...%ATT is vastly superior to %Damage...I think %Damage is just overall bad though...It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range...while %Damage is like...also into your range but only to a certain extent...I know in Reboto its cuz of the passive which gives you 100% damage by default...
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad?? - In Reboot...%ATT is vastly superior to %Damage...I think %Damage is just overall bad though...It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range...while %Damage is like...also into your range but only to a certain extent...I know in Reboto its cuz of the passive which gives you 100% damage by default...
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad??
Not if you have % att on your potentials - Reactions: 1,555Member, Private TesterIn Reboot...%ATT is vastly superior to %Damage...I think %Damage is just overall bad though...It doesn't provide much benefit.
Why is that?
I think because %attack goes into your range...while %Damage is like...also into your range but only to a certain extent...I know in Reboto its cuz of the passive which gives you 100% damage by default...
Oo ok I seeDepends on your class, but overall Att % will always be better. Skills that use % of your damage like shadow partner seem to gain benefit of the dmg % but att% will still be better regardless. bonus dmg/ dmg % also hits a diminishing return cap, % att and final dmg will be superior.
different formula to put it simpler
att is multiplicative
dmg is additive
So does that mean kanna and demon avengar link skill are bad??
Not if you have % att on your potentials
But those links are % damage - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range. - Reactions: 1,555Member, Private Testerthe links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty! - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper. - Reactions: 1,560Member, Private TesterThey're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage. - Reactions: 1,555Member, Private Testerthe links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
Oh ok, I guess it should be named % att but its called % damage in description of the link ty!
it's named properly, if it were % att it'd multiply your total range by 25%, but since it just adds 25% of your range into your range, it's proper.
what??, i'm confused again lol so % damage link skill is still better than % damage right?They're both additive on top of themselves and multiplicative with each other. Without any of either, adding say, 12% attack is the about the same as adding 12% damage, though % damage is applied after % attack, and % attack is applied to your attack and rounded down, so % attack could be slightly worse.
The reason % att is better is because it's much rarer. Many skills give a character % damage, including many passives, buffs, link skills, and all the Reinforce hyper skills for attack, which just give % damage for that particular skill. You're less likely to have as large amounts of % attack as % damage, so the boost from adding % attack is much greater than adding the same amount of % damage (since potentials for both are generally the same value).
Additionally, % boss damage is the same as % damage, except that it only works on bosses, so they're additive together as well, so if you have quite a lot of boss damage, which is very possible considering boss damage potentials and set effects usually comes in 20%, 30%, 35%, and 40% flavors, on bosses, the impact a measly 12% or 13% damage at best would add is very small.
So the two biggest factors at play are the scarcity of % attack sources vs % damage sources, plus the large quantities of % boss damage available, which stack additively on top of % damage.
Ok I see, I will aim for % att then - Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice - Reactions: 1,555Member, Private TesterYes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
Ok got it, ty - Part of the damage formula is as follow ... * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ...
%damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
%attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
%damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice - Part of the damage formula is as follow ... * [attack * (1 + %attack) / 100] * [1 + %damage + %boss damage] * ...
%damage on weapon/secondary weapon/emblem is bad because it is additive with %boss damage, and %boss damage potential come in 20/30/35/40% potential while %damage only come in 3/6/9/12% potential.
%attack is better than %damage because majority of the skills and hyper add %damage, so %damage is already suffering from diminishing return, especially on Reboot where their beginner passive give a truckload of %damage.
%damage from link skill does the same thing as %damage from weapon/secondary/emblem potential.Yes, % damage link skills are better than the % damage potentials
% damage potentials only affects your damage per lines, link skills affect your base range, overall att is best choice
No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
Remember that %attack is good, but for someone who doesn't have much ATTACK it won't increase as much damage as %boss, or like this guy in the video who have a lot of %attack so it's better to have boss lines : he have so much %attack that %boss is actually more viable in terms of damag, so he have that much.
Also link skills are really usefull cause they don't occupy the potential lines, they might be %dmg, but they still are very usefull and strong. - the links are a bit different because they show up in your range. % total damage/damage from potential doesnt. % att still works with the numbers off the link skills but it also works with all the % att/ att stats in your equips. % damage is added after the final result of the formula.
If I'm correct the kanna and DA links are a flat boost. They add 25% of your total range, to your range.
so then unless u have potential? those two things are a waste to have entirely correct? i mean why is there atk% and dam%? why cant it just be one thing to do for skills, passives, linkskills, ect? and benefits the range ? seems like a broken system now. ._. because i still dont know which is better to get for higher damage and good range? in potential that is. - https://www.reddit.com/r/Maplestory/comments/45g9b0/attack_vs_damage/
https://www.reddit.com/r/Maplestory/comments/3x7pn4/whats_the_difference_between_att_and_damage_on/
You misunderstood, I never said %boss damage was bad or imply it was useless, going for %damage on weapon/secondary/emblem potential is a waste when you can get %boss damage which is 2/3x more efficient to dps than %damage.No, it's no bad, just because you play reboot doesn't mean %boss is useless, there's still a formula, and unless you are a person who likes to train all the time, %boss will be better at some point, only focusing in %attack won't make you that strong, you still need some %boss.
Demon Avenger and Kanna link skill are the best link skill to have because %att link skill doesn't exist.so then unless u have potential? those two things are a waste to have entirely correct?
Range Dmg Vs Pierce Maplestory 2016
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Attack range required for bosses
edited June 2018 in General Chat
Well, I want to go and try a few bosses but I'm not sure if my attack range is good enough. I'm kinda new to bossing, and haven't really tried much before.
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Range Dmg Vs Pierce Maplestory 2 Download
Comments
- 1m-2m for Chais Pink bean. Magnes Normal can be done with like 700k+. Chaos Horntail can be done with 500k range, but it takes some time. Arkarium normal is about 500k+.
- https://www.reddit.com/r/Maplestory/comments/5hknqw/required_range_for_reboot_bosses/db0wgnp/
Understand that with reboot you need double the range than regular so this list is accurate to an extent. - Well, I want to go and try a few bosses but I'm not sure if my attack range is good enough. I'm kinda new to bossing, and haven't really tried much before.
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Chaos Pink Bean - normal servers : about 2mil+ solo, maybe 1.5 party. Itll take about 2mil+party in reboot and +++ solo
Normal pink bean - normal: 250k solo comfortably, reboot maybe 500k comfortably.
Chaos Horntail - normal: 150k comfortably, reboot about 350k comfortably
Normal horntail - 50k, reboot about 150k
Arkarium - never did the quest
Von leon - pretty simple boss, easy mode less than 150k, normal less than 300k, chaos min of 1mil comfortably.
magnus - easy I'd say comfortably about 70k, normal spikes to what the comment above says, then hard 2mil+
but some classes have higher base damage to the attack skills, so they may need less range.
Thanks sir, that is very helpful.Well, I want to go and try a few bosses but I'm not sure if my attack range is good enough. I'm kinda new to bossing, and haven't really tried much before.
Can someone please tell me the estimate attack range required for these bosses :
Chaos Pink Bean
Normal pink bean
Chaos Horntail
Normal horntail
Arkarium
Von leon
Magnus
Chaos Pink Bean - normal servers : about 2mil+ solo, maybe 1.5 party. Itll take about 2mil+party in reboot and +++ solo
Normal pink bean - normal: 250k solo comfortably, reboot maybe 500k comfortably.
Chaos Horntail - normal: 150k comfortably, reboot about 350k comfortably
Normal horntail - 50k, reboot about 150k
Arkarium - never did the quest
Von leon - pretty simple boss, easy mode less than 150k, normal less than 300k, chaos min of 1mil comfortably.
magnus - easy I'd say comfortably about 70k, normal spikes to what the comment above says, then hard 2mil+
but some classes have higher base damage to the attack skills, so they may need less range.