Dragon Nest Critical and Critical Resist Guide by chaose5
May 02, 2017 Spell Attack Critical Hit Table. Roll an additional set of spell damage dice above and beyond your normal critical roll. 90-94 Your spell strikes with extreme force. Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. 96-99 Your spell strikes with debilitating force. Was bored and borrowed a friend's account for a couple hours to play some LK for fun. I haven't touched the class since 93 cap so the new changes to their gameplay this cap were a bit refreshing to. Discussion on WTB Mystic +7/8/9 DN full crit dmg within the Dekaron Trading forum part of the MMORPG Trading category.
Download onedrive for business mac. INTRODUCTION:
Critical stats is a crucial part in boosting damage in Dragon Nest, especially for damage dealing classes. The mechanics of critical damage will be explained in this guide, with some calculation examples.
MECHANICS
What is Critical Damage?
Perlu diingat: Mekanisme ini baru diimplementasikan pada Tier 5, bahasa gampangnya: MASIH JAUH DI DN INA Bagaimana Cara Meningkatkan Critical Damage? Untuk yang satu ini, nambahnya pake str / int untuk rate berapa critical damage / status, berdasarkan dntoplay.com, kira-kira ratenya 1 str = 1,75 critical damage 1 int - 1,75 critical damage.
Critical damage is the damage dealt without taking into account the effect of phy/mag defence of your target. A extra multiplier of 1.25 is imposed on that damage too, which is shown in the following equation:
Normal Non-crit damage = (%Amp * M.att + Add. dmg)*(1 – %dmg reduction from defence)
Crit Damage = 1.25 * (%Amp * M.att + Add. Dmg)
1.25 : 1.25 is the crit damage multiplier applied if crit happen.
%Amp: % of skill amplification in the skill description. M.att: Your magic attack in stats window. Add. Damage: Additional damage in the skill description.
In battle, the color of the crit damage figure = yellow/gold.
For the sake of the discussion, i call that “Yellow Critical”.
Critical stats in your stats window is a figure that tells you, the probability to deal critical damage.
The equation that convert the stats to the % probability has been derived and proven to be approximately linear.
Now here comes the other important point question.
What is Critical Resist?
A natural idea that comes to mind, is that Critical resist would reduce the chances of your opponent to deal critical damage to yourself. However, that’s absolutely NOT true.
It has been proven also that Critical Resist is actually related to the chance of reducing the critical damage figure dealt to you.
When critical damage is resisted, in addition to the 1.25 multiplier, another multiplier of 0.35 is applied over the damage.
Resisted Crit Damage = 1.25 * 0.35 * (%Amp * M.att + Add. Dmg)
So, resisted critical damage will be much lower than normal non-crit/crit damage.
Critical damage that has been resisted, will appear whitish with a crack across the word “critical”. Hence we normally call it “White Critical”. If you’ve fought electric ogre in apocalypse or lava golem in Sea Dragon Nest, you will see this White Critical very often.
I hope that clears up the concept of Crit and Crit resist.
Interestingly, the investigation doesn’t stop there.
Does higher crit reduce the chances of dealing White Crit?
It has also been proven that 10,000 crit and 20,000+ crit has almost the same probability on dealing white crit on the same target with a constant crit resist.
The only effective way to reduce white crit is by using wind prefix weapon. Picasa download macbook pro.
Crit resist is actually double edge sword type of stats . It will make your opponent deal alot of white crit if he has very high crit stats, while it is useless against an opponent that has very low crit.
Can White Crit damage be higher than normal non-crit damage?
In order for the damage of high crit to surpass the normal non-crit damage, the boss defence need to exceed a certain threshold:
1.25 * 0.35 > ( 1 – def)
def > 56.25%
as you can note from bishop nest (see table below), none of the boss in bishop has over 56.25% of defence.
It is actually a pretty high value,which translate to 8438 of defence stats.
So in general, you can say that white crit is lower than non-crit damage, with maybe afew exception for bosses with extremely high defence (> 56.25% , such as Green Dragon, Kalahan, Morgan, White Eye Cyclops in Green Dragon Nest)
Ok, if you have understood everything that i described, you must be wondering why would the developer allow players to get seemingly infinite crit stats if there is a cap of 95% crit chance.
The answer is :
The crit chance is dependant on the level of your target.
Against lv32 monster, 6000 crit stats will net you 95% crit chance.
Against lvl40 monster, 10,000~11,000 crit stats will give you 95% crit chance. Against lv50 monster, 19,000 crit stats will give you 95% crit chance. [see ref4] Dragon Nest M Crit Dmg
This explain why some people are seeing less crit damage against high level monsters, especially in lv50 abyss and Darklair (with lv100 monster/boss).
Since the critical stats is proven to be linear, you can scale it according to your current crit stats to find out the % chance to deal critical damage.
Also, it was suggested that the crit chance at crit stats = 0 is 5%.
Do note that the number above are approximate figures only. Since crit damage is based on probability, the real chance can only be obtained with a lot of test or hacking of server files.
CASE STUDY:
Is crit good? What is better? M.att or Elemental Attack or Crit?
These are the most common questions asked in various Dragon Nest forum.
Although the answer is not exactly straight forward, but there are exact answers to these question.
To answer them, you will need to know what is your defence of your target.
Crit and Phy/Mag Defence:
I will use bishop nest bosses as examples:
Full stats of the BOSS can be found here:
The bracket behind the boss name shows the stage they appear at.
How do i determine their defence?
1. Take a weapon with no durability (so that your damage won’t fluctuate)
2. Use normal attack on the boss. 3. Note down the crit damage and non crit damage. 4. Calculate the m.def by :
M. Def % = 1- 1.25 * Non-crit damage / crit damage
The crit damage is obviously the same, no matter what boss you hit, in my case it is 950 since crit damage ignore the defence of the target.
FYI, The mag / ph def value can be translated to % damage reduction, which are dependant on the ATTACK’S LEVEL (not dependant on the TARGET’S LEVEL).
For a Lv41 Attacker: every 3000 def = 33.33% damage reduction.
For a Lv45 Attacker: every 3000 def = 26% damage reduction. For a Lv50 Attacker: every 3000 def = 20% damage reduction.
[ see Ref 3]
Note that high crit/non crit ratio for the high defence bosses.
This shows that if you crit against high defence boss such as shadow and bishop base, you will get 2.47 times of damage !! On the other hand, if you crit against low defence boss such as assasin, you will only get 1.54 times of damage.
In general, Critical is more effective when the target has high defence and low critical resist.
Choices of Ring
Now lets say my current majesty stats are:
5500 m.attack, 30% dark elemental attack, 8000 crit
And, i am given a choice between: A) Lv50 A-ranked Magical Ring (153 m.att, 55int) B) Lv50 A-ranked Knight Ring (102 m.att, 589crit) C) Lv50 A-ranked Critical Ring (1325 crit, 61 agi) D) Lv50 A-ranked Brilliant Ring (76 m.att, 5.8% dark) E) Lv50 A-ranked Skill Ring (1121 crit, 3.54% dark) ![]()
Lets say all of the above doesn’t come with potential and i are not wearing any crest or other items with potential (all those will make this example far more complicated, though you can include them once you know the concept)
Coreldraw x5 for mac os x. Assuming no crit resist and no elemental resist on hit, and i am using Lv12 Gravity ball only to deal damage.
Gravity ball lv12: 2.69% + 3760
Which ring should i use?
Since the bosses in bishop nest have very different m.def value, we will take a average for all of them, which is 34.6%.
A) Remember that 1 int = 0.75 for mages, so the total damage attack gained is 153 + 0.75*55 = 194
Crit damage = 1.25 * (2.69 * 5694 +3760) * 1.3 = 31000
[ The 1.3 multiper is due to 30% dark elemental attack currently on me ]
Non crit damage = (2.69 * 5694 +3760) * 1.3 * (1-0.346) = 16219
[ The 0.346 is the average damage reduction from defence value of the bishop bosses ]
With 8000 crit, the chance to deal crit damage is
5%+8000/19000*90%= 42.9%.
[ scaling the crit for lvl50 target linearly. ]
Therefore, Average damage = 31000 * 0.429 + 16219 * (1 – 0.429) = 22560
[ average damage = crit damage * crit chance + non crit damage * ( 1- crit chance) ]
B) Gain 102 m.att and 589 crit.
Crit damage = 1.25 * (2.69 * 5602 +3760 ) *1.3 = 30598
Non crit damage = (2.69 * 5602 +3760) * 1.3 * (1-0.346) = 16009
With 8000+ 589 =8589 crit, the chance to deal crit damage is
5%+ 8589 / 19000 * 90% = 45.7%
Therefore, Average damage = 30598 * 0.457 + 16009 * (1-0.457) = 22676
C) 1 agi = 3.5 critical. So the total gain in crit is 1325+61*3.5 = 1538
Crit damage = 1.25 * (2.69 * 5500 +3760 ) *1.3 = 30152
Non crit damage = (2.69 * 5500 +3760) * 1.3 * (1-0.346) = 15775
With 8000+ 1538 = 9538 crit, the chance to deal crit damage is
5%+9538 / 19000 * 90% = 50.2%
Therefore, Average damage = 30152 * 0.502 + 15775 * (1-0.502) = 22992 Mac dr cleaner.
![]()
D) I gain 76 m.att and 5.8% dark by using briliant ring. straight forward.
Crit damage = 1.25 * (2.69 * 5576 +3760 ) *1.358 = 31844
Non crit damage = (2.69 * 5576 +3760) * 1.358 * (1-0.346) = 16660
With 8000 crit, the chance to deal crit damage is
Lexmark x6170 driver mac download. 5% + 8000 / 19000 * 90% = 42.9%
Therefore, Average damage = 31844 * 0.429+ 16660* (1-0.429) = 23174
E) I gain 1121 crit, 3.54% dark
Crit damage = 1.25 * (2.69 * 5500 +3760 ) *1.3354 = 30973
Non crit damage = (2.69 * 5500 +3760) * 1.3354 * (1-0.346) = 16205
With 8000 +1121 crit, the chance to deal crit damage is
5%+9121 / 19000 * 90% = 48.2%
Therefore, Average damage = 30973 * 0.482+ 16205* (1-0.482) = 23323
CONCLUSION
Here, if i were to maximize the damage of my gravity ball, i would choose E. Skill Ring.
Dn Crit Dmg 3
Having said that, Skill Ring has 10 different stats, which are given at random when crafted and the success chance is only 30%.
It is interesting to note that cheap thing such as Knight Ring is actually better than the expensive magical ring.
However, do note that this conclusion SHOULT NOT BE GENERALIZED.
How to make sure steam will auto download game. The answer to the question should depends on your current stats, potential, target monster and your skill.
You have to go through the steps above on your own when making choices.
I will probably have to make another article on how to calculate stats based on your potential, heraldry and stuff soon. After learning all these, you can easily evaluate the gain from each gear and decide which is the best gear for you.
Please remember to follow the manual of style and code of conduct at all times.
Check BNN and Bulbanews for up-to-date Pokémon news and discuss it on the forums or in the Bulbagarden Discord server.
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A critical hit (Japanese: 急所pressure point) is a (generally) random event that multiplies the damage of a damage-dealing move. When one occurs, the game will display the message 'A critical hit!' (Japanese: 急所に 当たった!Hit a pressure point!) after the damage is dealt.
In Generation IDn Crit Dmg FileDamage
When a move lands a critical hit, the attacker's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. A rough formula for the damage multiplier is
(2L+5)/(L+5) where L is the attacker's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.
Critical hits ignore all stat stage modifiers and the halved Attack from burn. This includes beneficial stat modifiers as well, making it possible for a critical hit to deal less damage than a non-critical hit if the attacker has at least doubled their Attack/Special or the target's Defense/Special is at least halved.
Probability
Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is T, then this means the probability (P) of scoring a critical hit is
P = T / 256 . (It is impossible for a critical hit to be guaranteed; there will always be at least a 1/256 chance that a critical hit will not be scored.)
The value of T is based on a Pokémon's baseSpeed. For a normal move, T is half the base Speed:
Due to a bug, Focus Energy and Dire Hit lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing T by 4:
If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:
Both effects may also be active at the same time. This would result in:
At all times, the maximum value for T is 255 (which equally means the maximum value for P is 255/256). All operations that factor into T are also integer operations (meaning divisions are rounded down to the nearest whole number). (Note that the division in
P = T / 256 is not rounded.) Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest even number.
In Pokémon Stadium
In Pokémon Stadium, the threshold value T is determined by a different formula.
For a normal move, T is:
Focus Energy is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:
If both effects are active at the same time, then:
Since 236 * 4 is well beyond 255, any Pokémon will have a maximum chance to score a critical hit if both effects are active.
As with the core games, the maximum value for T is always 255 (or 255/256 for P) and any divisions that factor into T are rounded down to the nearest whole number. Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest multiple of 4.
Generation II onwardsDamage
https://hoffaussie.weebly.com/microsoft-project-for-mac.html. In Generations II-V, a critical hit deals 2 times the damage a move would otherwise do. From Generation VI onwards, a critical hit deals 1.5 times a move's normal damage.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from Light Screen and Reflect are ignored if the target's defending stat stage (Defense or Special Defense) is greater than or equal to the attacker's attacking stat stage (Attack or Special Attack). From Generation III onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from Light Screen, Reflect, and Aurora Veil are always ignored. However, the halved Attack from burn is no longer ignored.
Other factors
The Abilities Battle Armor and Shell Armor and the effect of Lucky Chant will prevent any critical hit being scored on a Pokémon.
The moves Storm Throw and Frost Breath will always result in a critical hit (unless prevented by one of the above effects). The move Laser Focus guarantees the next move to score a critical hit.
If a Pokémon with the Sniper Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.
Pokémon with the Ability Merciless will always score critical hits on poisoned Pokémon (unless prevented by one of the above effects).
Probability
The probability of landing a critical hit is no longer based on the attacker's base Speed, but rather is based on a fixed formula for all Pokémon. Similar to stats, there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit.
If a Pokémon has maximum affection, the probability from above is multiplied by 2.[1]
An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same column, including itself.
Note that it is possible for a Pokémon to acquire the effect of a Lansat Berry even if it is already holding another item, through the use of Baton Pass, Pluck, Bug Bite, or Fling; or by obtaining another item after consuming the Berry, such as via Thief or Symbiosis.
In other languages
See alsoReferences
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