View Full Version : How to know if amp/crit/attack is better for you.

Sheep

04-07-2010, 11:54 AM

so, 1 amp is 1% of your attack, and crit is 0.01% +1.

so let's say you have 960 attack. 1% amp would give you 9.6 attack, which is the same thing as 1.96 crit, but in a situation where they both crit.

BleedingSoul

04-07-2010, 12:27 PM

tl;dr can you condense

Suterusu

04-07-2010, 12:47 PM

hmm nice..this is true?

WIpwns

04-07-2010, 01:12 PM

all false >.>

Sheep

04-07-2010, 01:28 PM

tr iy yourself >_> it all worked

ForumFiery

04-13-2010, 09:32 PM

nice, one question, how do you know 1% amp= 2% crit dmg? in fact, it would be great if you could tell me how to calculate the exact dmg difference of 1% crit dmg. Thx

Rapturen

04-16-2010, 08:14 PM

Lets say you hit 10k normal and 20k crit (Obviously made up)..so you have +100% crit dmg haha

+1% amp will turn your 10k normal attack 1% stronger so you'll do 10,100 dmg

+2% crit dmg will turn your 20k crit and mae it 2% stronger so you'll do 20,400 dmg

Although, a crit acts upon a normal attack (a crit multiplies your crit dmg to your normal attack). Because a crit acts upon a normal attack the crit will become stronger as well, with the normal attack.

1% amp does not equal 2% crit dmg.. there are way more factors than that. For the crit damage to even take effect the skill has to crit. -.-

Anyways, that's how I see it..but I'm still a noob ^^

Sheep

04-16-2010, 08:29 PM

For the crit damage to even take effect the skill has to crit. -.-

Anyways, that's how I see it..but I'm still a noob ^^

yes, it was meant in a situation where it would crit, as well as the amp.

Sabuvok

04-16-2010, 09:43 PM

1% amp = 2% cdi

IF

You always crit 1/2 skills. (which we all know won't happen even with 50 rate)

Reason:

If you cast 10 skills, the amp would give you an overall 10% damage increase. (1% increase each skill)

In the 10 skills, 5 will crit. This means that a 2% increase will apply to 5 skills. Making it a 10% increase out of 10 skills.

Same overall % increase. But it relies on a perfect 50% crit rate.

Sheep

04-16-2010, 10:00 PM

1% amp = 2% cdi

IF

You always crit 1/2 skills. (which we all know won't happen even with 50 rate)

Reason:

If you cast 10 skills, the amp would give you an overall 10% damage increase. (1% increase each skill)

In the 10 skills, 5 will crit. This means that a 2% increase will apply to 5 skills. Making it a 10% increase out of 10 skills.

Same overall % increase. But it relies on a perfect 50% crit rate.

you dont understand the situation. in a scenario where they BOTH were to crit, (crit with 1% amp as opposed to a crit with 2% crit) it would do the same damage.

LastHour

04-17-2010, 12:58 AM

First of all, 2 crit should be equal to 1% amp. to find out how much amp is worth how much base attack, multiply your attack by 0.01 (1%) that's how much attack is worth 1% amp.

so, let's say you have 960 attack. 1% amp would give you 9.6 attack, which is the same thing as 2 crit.

Now that you have this knowledge, there shouldn't be any confusion over what item is better than what.

But remember, it isn't smart to just get as much crit as possible, while sacrificing your attack, because it's very important to do decent damage for your dps skills. Defense is generally defends against attack better than your attack can pierce low defense. For example, it would be smarter to choose 60 defense over 4% amp, unless your attack and amp is considerably low. If you chose the 4 amp over the 60 defense, the damage difference would be lower than the damage an enemy would do on you if you had the higher defense.

So, basically, 10 defense is equal to almost 1% amp.

Just multiply the gained defense by 0.75 and compare that to the total gained attack of the amp. go with whichever is highest.

This changes depending on the defense of a monster along with hundreds of other things you ignored. It may work for YOU in the situations you come across but you did not justify it in a way that is applicable to everyone.

For example, pluma has 1813 defense, I'm going to hit it WAY lower than regular monsters. Thus the effect of my critical damage is weakened heavily and it hardly matters if I have 200% critical if my base damage is 50. Same applies vice versa for fighting lower defense monsters and so on.

Theres simply no way this applies except to you at the specific time and situations you have come across. This relationship constantly changes since you are dealing with multipliers that gain varying benefits for the situation.

Sheep

04-17-2010, 09:07 AM

This changes depending on the defense of a monster along with hundreds of other things you ignored. It may work for YOU in the situations you come across but you did not justify it in a way that is applicable to everyone.

For example, pluma has 1813 defense, I'm going to hit it WAY lower than regular monsters. Thus the effect of my critical damage is weakened heavily and it hardly matters if I have 200% critical if my base damage is 50. Same applies vice versa for fighting lower defense monsters and so on.

Theres simply no way this applies except to you at the specific time and situations you have come across. This relationship constantly changes since you are dealing with multipliers that gain varying benefits for the situation.

err, this is why i always say go with base..

that's why you subtract the def

even if you hit low, 1% amp and 2% crit would still do the same low damage on the monster. just because your base is low doesnt mean it's not there o.o

you dont understand the situation. in a scenario where they BOTH were to crit, (crit with 1% amp as opposed to a crit with 2% crit) it would do the same damage.

False.

First of all, 2 crit should be equal to 1% amp. to find out how much amp is worth how much base attack, multiply your attack by 0.01 (1%) that's how much attack is worth 1% amp.

so, let's say you have 960 attack. 1% amp would give you 9.6 attack, which is the same thing as 2 crit.

Now that you have this knowledge, there shouldn't be any confusion over what item is better than what.

But remember, it isn't smart to just get as much crit as possible, while sacrificing your attack, because it's very important to do decent damage for your dps skills. Defense is generally defends against attack better than your attack can pierce low defense. For example, it would be smarter to choose 60 defense over 4% amp, unless your attack and amp is considerably low. If you chose the 4 amp over the 60 defense, the damage difference would be lower than the damage an enemy would do on you if you had the higher defense.

So, basically, 10 defense is equal to almost 1% amp.

Just multiply the gained defense by 0.75 and compare that to the total gained attack of the amp. go with whichever is highest.

lol i read the whole things and out of all the comparisons u made... none of them are true haha

cerverus3

07-09-2010, 04:35 AM

False.

+1

if u do 100dmg whit 1 amp u gona do 101 but if u crit u gona do 202

if u do 100 dmg whit 2 amp u gona do 100 but if u crit u gona do 204 and so on

CRHinds

07-14-2010, 10:55 AM

uhmm..im not too good at math but..

isn't 100 dmg with 1% amp leading to 101, with 100% cdi = 202

isn't 100dmg with 2%more cdi(102%cdi)= 202

so 1% amp in this case = 2% cdi..i think sheep has a point in here somewhere.

darklordex

07-14-2010, 11:27 AM

imma just play the game

uhmm..im not too good at math but..

isn't 100 dmg with 1% amp leading to 101, with 100% cdi = 202

isn't 100dmg with 2%more cdi(102%cdi)= 202

so 1% amp in this case = 2% cdi..i think sheep has a point in here somewhere.

look wat i bolded the total is not equal

Fishy

07-14-2010, 02:28 PM

omg.......n,erds. you guys take this crap WAY too seriously. Just play the flippin game and have fun with it

edit: they censored n/erds? o.0

haxz0r

07-14-2010, 10:34 PM

A.Let's say you have 900 atk or mag, 100% crit dmg, 50 rate and let's say 18 amp (bracelets+suit+eox) and your opponent has 650 def.

By using a fast, low dmg skill (let's say +200 add dmg and 30% amp) you would deal 882 normal dmg and 1764 crit dmg. Adding 1% amp you would deal 891 normal dmg and 1782 crit dmg. Adding 2% crit dmg would give these results: 882 normal dmg and 1781 crit dmg.

By using a gm or completer skill (let's say +850 add dmg and 70% amp) you would deal 1892 normal dmg and 3784 crit dmg. Adding 1% amp you would deal 1901 normal dmg and 3802 crit dmg. Adding 2% crit dmg would give these results: 1892 normal dmg and 3821 crit dmg.

B.Now let's say you have the previous mentioned stats but your opponent has 1200 defense.

By using a fast, low dmg skill (+200 add dmg and 30% amp) you would deal 332 normal dmg and 664 crit dmg. If you add 1% amp you would deal 341 normal dmg and 682 crit dmg. Adding 2% crit dmg would give these results: 332 normal dmg and 670 crit dmg.

By using a gm or completer skill (+850 add dmg and 70% amp) you would deal 1342 normal damage and 2684 crit dmg. If you add 1% amp you would deal 1351 normal dmg and 2702 crit dmg. Adding 2% crit dmg would give these results: 1342 normal dmg and 2710 crit dmg.

Lets check the dps of the skills now:

Under A. conditions,

Low dmg skill (2s cast time) = 1323 DPS.

With 1% amp = 1336 DPS.

With 2% crit dmg = 1331 DPS.

High dmg skill (3s cast time) = 2838 DPS.

With 1% amp = 2851 DPS.

With 2% crit dmg = 2856 DPS.

Under B. conditions,

Low dmg skill (2s cast time) = 498 DPS.

With 1% amp = 511 DPS.

With 2% crit dmg = 501 DPS.

High dmg skill (3s cast time) = 2013 DPS.

With 1% amp = 2026 DPS.

With 2% crit dmg = 2026 DPS.

-------------------------------------------------------------

As you can see, amp is good for low skills and crit dmg is good for high skills. But keep in mind that the amount of crit dmg that you can have on 1 item (weapon or helm) is more than double the amount of amp you can have (no talking about ideal sets). Thus, a weapon/helm with more than 30 crit dmg is better than one with 14% amp (same material and grade ofc).

I hope this helps. :D

A.Let's say you have 900 atk or mag, 100% crit dmg, 50 rate and let's say 18 amp (bracelets+suit+eox) and your opponent has 650 def.

By using a fast, low dmg skill (let's say +200 add dmg and 30% amp) you would deal 882 normal dmg and 1764 crit dmg. Adding 1% amp you would deal 891 normal dmg and 1782 crit dmg. Adding 2% crit dmg would give these results: 882 normal dmg and 1781 crit dmg.

By using a gm or completer skill (let's say +850 add dmg and 70% amp) you would deal 1892 normal dmg and 3784 crit dmg. Adding 1% amp you would deal 1901 normal dmg and 3802 crit dmg. Adding 2% crit dmg would give these results: 1892 normal dmg and 3821 crit dmg.

B.Now let's say you have the previous mentioned stats but your opponent has 1200 defense.

By using a fast, low dmg skill (+200 add dmg and 30% amp) you would deal 332 normal dmg and 664 crit dmg. If you add 1% amp you would deal 341 normal dmg and 682 crit dmg. Adding 2% crit dmg would give these results: 332 normal dmg and 670 crit dmg.

By using a gm or completer skill (+850 add dmg and 70% amp) you would deal 1342 normal damage and 2684 crit dmg. If you add 1% amp you would deal 1351 normal dmg and 2702 crit dmg. Adding 2% crit dmg would give these results: 1342 normal dmg and 2710 crit dmg.

Lets check the dps of the skills now:

Under A. conditions,

Low dmg skill (2s cast time) = 1323 DPS.

With 1% amp = 1336 DPS.

With 2% crit dmg = 1331 DPS.

High dmg skill (3s cast time) = 2838 DPS.

With 1% amp = 2851 DPS.

With 2% crit dmg = 2856 DPS.

Under B. conditions,

Low dmg skill (2s cast time) = 498 DPS.

With 1% amp = 511 DPS.

With 2% crit dmg = 501 DPS.

High dmg skill (3s cast time) = 2013 DPS.

With 1% amp = 2026 DPS.

With 2% crit dmg = 2026 DPS.

-------------------------------------------------------------

As you can see, amp is good for low skills and crit dmg is good for high skills. But keep in mind that the amount of crit dmg that you can have on 1 item (weapon or helm) is more than double the amount of amp you can have (no talking about ideal sets). Thus, a weapon/helm with more than 30 crit dmg is better than one with 14% amp (same material and grade ofc).

I hope this helps. :D

Stopped reading here. This calculation is completely and utterly wrong.

haxz0r

07-18-2010, 09:00 PM

Wrong?!?!? Why do you think that it is wrong? LOL

That's PVE damage. If you want to see PVP damage, divide the damage by 4. All these calculations are correct.

Devils91

08-07-2010, 10:06 PM

there are too many things to consider hereamp can be a lot more if you are good at comboing. An excellent combo gives you 20% more dmg, so now your 500dmg hit is now 600dmg, yet your +100% cdi is still only 1000dmg. There is no set answer. The goal is 45%+ amp and 120%+ cdi and that should give you decent dmg, as long as the weapons are of a decent grade. One forc and the other can be tit or higher and u will get decent to good dmg.

there are too many things to consider hereamp can be a lot more if you are good at comboing. An excellent combo gives you 20% more dmg, so now your 500dmg hit is now 600dmg, yet your +100% cdi is still only 1000dmg. There is no set answer. The goal is 45%+ amp and 120%+ cdi and that should give you decent dmg, as long as the weapons are of a decent grade. One forc and the other can be tit or higher and u will get decent to good dmg.

On a crit all combo grades are the same.

jimbo

08-08-2010, 05:33 PM

imma just play the game

yeah, just get the most of each crit dmg and s amp or m amp as you can

eldragon000

08-11-2010, 10:06 AM

A.Let's say you have 900 atk or mag, 100% crit dmg, 50 rate and let's say 18 amp (bracelets+suit+eox) and your opponent has 650 def.

By using a fast, low dmg skill (let's say +200 add dmg and 30% amp) you would deal 882 normal dmg and 1764 crit dmg. Adding 1% amp you would deal 891 normal dmg and 1782 crit dmg. Adding 2% crit dmg would give these results: 882 normal dmg and 1781 crit dmg.

By using a gm or completer skill (let's say +850 add dmg and 70% amp) you would deal 1892 normal dmg and 3784 crit dmg. Adding 1% amp you would deal 1901 normal dmg and 3802 crit dmg. Adding 2% crit dmg would give these results: 1892 normal dmg and 3821 crit dmg.

B.Now let's say you have the previous mentioned stats but your opponent has 1200 defense.

By using a fast, low dmg skill (+200 add dmg and 30% amp) you would deal 332 normal dmg and 664 crit dmg. If you add 1% amp you would deal 341 normal dmg and 682 crit dmg. Adding 2% crit dmg would give these results: 332 normal dmg and 670 crit dmg.

By using a gm or completer skill (+850 add dmg and 70% amp) you would deal 1342 normal damage and 2684 crit dmg. If you add 1% amp you would deal 1351 normal dmg and 2702 crit dmg. Adding 2% crit dmg would give these results: 1342 normal dmg and 2710 crit dmg.

Lets check the dps of the skills now:

Under A. conditions,

Low dmg skill (2s cast time) = 1323 DPS.

With 1% amp = 1336 DPS.

With 2% crit dmg = 1331 DPS.

High dmg skill (3s cast time) = 2838 DPS.

With 1% amp = 2851 DPS.

With 2% crit dmg = 2856 DPS.

Under B. conditions,

Low dmg skill (2s cast time) = 498 DPS.

With 1% amp = 511 DPS.

With 2% crit dmg = 501 DPS.

High dmg skill (3s cast time) = 2013 DPS.

With 1% amp = 2026 DPS.

With 2% crit dmg = 2026 DPS.

-------------------------------------------------------------

As you can see, amp is good for low skills and crit dmg is good for high skills. But keep in mind that the amount of crit dmg that you can have on 1 item (weapon or helm) is more than double the amount of amp you can have (no talking about ideal sets). Thus, a weapon/helm with more than 30 crit dmg is better than one with 14% amp (same material and grade ofc).

I hope this helps. :D

your output of DPS, is very wrong.. Damage Per Second , not Damage Per Attack

so, if your skill was doing 1323 dmg, and has a 2 second casting time, its dps is going to be 661-662

and so on, dividing the output by the casting time. Just needed to point that out. otherwise everything else looks solid

Sonic

08-11-2010, 10:38 AM

so basically with 50% rate

1%amp =~ 4%cd dps wise?

o.o

so basically with 50% rate

1%amp =~ 4%cd dps wise?

o.o

Depends on the attack.

jimbo

08-12-2010, 04:52 PM

I wish someone would post a good explaination for how much dmg is added from each amp and crit dmg <_<.

I wish someone would post a good explaination for how much dmg is added from each amp and crit dmg <_<.

Just use a damage calculator.