Research and Details on Majesty/Force User Skill [updated with SA break table ]
Date: Nov 01 2011 03:33:03 Views: Comment: loading...
This guide was shared by chaose5
Research and Details on Majesty/Force User Skill by chaose5 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
This is an in-depth guide and research on Majesty and Force User skills. Hope it will help players to build a good force user / majesty.
Before proceeding further, it is important to clarify some important concept in damage calculation.
First, how is skill damage calculated in game?
Here i will only show the formula for crit damage because crit damage ignores defence of the target. Therefore, crit damage will be exactly the same regardless of the target you hit, assuming that all targets have the same elemental resist/weakness and at same level (the effect of final damage has to be taken into account if level gap exists).
The formula for skill damage is defined as follows:
Skill Damage = 1.25 * Skill Coeff * (%Amp * M.att + Add. Dmg) * (1+% Elemental Att)* (1- % Elemental Resist) * (% Aditional damage)
I will explain the formula term by term:
1.25 : 1.25 is the crit damage multiplier applied if crit happen.
Skill Coefficient: Will be explain subsequently.
%Amp: % of skill amplification in the skill description.
M.att: Your magic attack in stats window.
Add. Damage: Additional damage in the skill description.
% Elemental Att: Elemental Att % in your skill window.
% Elemental Resist: Elemental Resist % of the target. Positive number for resist, negative number for weakness.
% Additional Damage: Any additional damage due to other buff/debuff/skill plate/final damage etc.
Skill coefficient is a hidden factor for a certain skill. It is the number that relates the so-called "board damage" which is the damage quoted in the skill description, to the ACTUAL TOTAL DAMAGE generated when you hit your target.
The skill coefficients for most force user/majesty skills are normally 1, some of the exception are highlighted in the table below.
After the total skill damage is calculated, each hit figure will be determined based on the skill nature. The following table describes how each hit is calculated and being displayed as IN-GAME DAMAGE FIGURES.
After understanding the damage calculation, now it's time to ranked all the skills we have.
There are many ways to rank the skills. Normally, we would like to know how fast we can deal damage to a certain target in game, or in other words, we are interested to know what is the DPS (damage per second) for a certain skill.
There are two major ways to define DPS.
First way, we can define it by taking the total damage divided by the cooldown (CD) of the skill.
DPS = Damage / Cooldown
This definition of DPS basically tells you how much damage you can do per second over the cooldown period if you cast that skill IMMMEDIATELY after it is cooldown.
In other words, you are spreading the total damage over the whole cooldown period. This definition is suitable to quantify the damage you can deal over a longer duration of time (e.g. over the whole dungeon).
A second way to define it, is by taking the total damage divided by the casting time of the skills.
DPS = Damage / Casting Time
This definition of DPS tells you how much damage you can do per second during the casting time of that skill. In other words, you are spreading the total damage over the casting time. This definition is suitable to quantify the burst of damage in a short amount of time and assuming that the cooldown is neglible (e.g. under time acceleration).
Both definitions have their own implications and meanings. Both are well-accepted by players in this game. However, you will find that Damage/Cd is more commonly cited as it can be easily determined because the cooldown is clearly written in the skill description.
Finding the casting time requires some extra work; however, i have done it with some video analysis softwares based on videos taken in game.
The DPS rankings are as follows
Damage / Cooldown Ranking:
Damage/ Casting Time Ranking:
1. The damage figures are calculated based on 5500 Max Magic Att, 30% Dark and Water Elemental Attack.
2. The ranking will varies depending on your own stats.
3. The ranking is based on the skills at max lvl with lvl50 cap.
You can check the ranking for various stats with the excel spreadsheet that i have uploaded.
There are other useful ways to rank the skills too in terms of SP economy.
For example, you can rank the skill according Damage/CD/SP or Damage/Casting Time/SP, which has very clear meaning. Those 2 indicators directly tell you how much DPS you get per SP invested. Obviously, you should be investing SP on those skills which give high DPS/SP. The ranking for those 2 indicators are not presented here because they can be easily calculated with the spreadsheet i provide.
I would like to introduce an indicator which encompass both aspects: Casting time and Cooldown. The absolute value of the indicator is actually meaningless, but the relative magnitude of this indicator provides us with a bearing if a certain skill is worth maxing out as compared to other skills.
DPS/SP = Damage/SP/SQRT(Casting Time * Cooldown)
The last term, SQRT(Casting Time * Cooldown) is the geometric mean for the casting time and cooldown.
[ to be updated ]
Superarmor (SA) Break
Each hit of a skill has a certain hidden Superarmor (SA) break value attached to it. A chinese player from duowan attempted to measure this value. His method is
1. Go to East Armory Abyss (lotus marsh dungeon).
2. Wait for the Mimic boss to spit gold coins
3. Attack Mimic with a certain skill while he is doing that.
4. Measure the reduction in SA bar for the Mimic.
NOTE #1: SA value on boss changes when he cast different skills. So it is important to measure it when he is casting this skilll ONLY so that we can have a fair comparison between skills
NOTE #2: The SA bar length on screen is measured in milimetre (mm). The real length will vary if your monitor size is different. The full lenght of SA bar from his screen is 90mm. You can scale it accordingly to fit your screen.
NOTE #3: It really doesn't matter what is the aboslute value and units of SA break value. Use the SA Break value as a relative comparison between skills.
The table below shows the SA bar length reduction in mm, when Mimic is hit with certain skills, while spitting coins.
NOTE: Gravity Ascension is not shown in the Table because it can't be measured in this test. This skill forces the boss skills to be cancelled. To measure the SA break for this skill, a boss which is IMMUNE to the forced knockdown effect must be tested (not conducted).
However, from testing it on breaking pillar in bishop hellmode, gravity ascension total superarmor break value is even higher than gravity switch (>50).
Why should i know about SA break?
SA break is an important aspect of in PVE and PVP. In PVP, high superarmor break skill allows you to break your opponent's skill casting and knockdown/knockback/float your opponent.
In PVE, there are also many situation where you will need to know this, i will list afew examples here:
Apocalypse Nest (normal/hellmode): the electric ogre has a tackling/hugging skill at his last HP bar. To break this skill, you will need to use high SA break skill fast or the person being hug will be KO-ed
Sea Dragon Nest: The vine bind of monta at stage 6 and the ice bind of sea dragon can be broken if you use high SA break skills. The vine bind will deal 50k+ dmg and ice bind will deal 110k+ damage if no one manage to save them. Also, stage 5 dancing bull, will require you to break down alot of pillars on the field.
Archbishop Nest (normal/hellmode): You will be required to break some pillars at stage 4 and 5 in very short time. Failure to break 6 pillars in 10sec at stage 5 for example, will cause you to miss the final crown chest. Also, the Archbishop boss itself, can only be damaged after you break his SA after his second bar of HP.