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PostPosted: Tue Feb 10, 2009 4:37 pm 
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Quote:
+11 str gloves = ((40 + 21 + 31)*1) * 20= 1840


Every 2 str gives 1 attack so PDIF would be 25.5 or 25 either way end number is 2346 or 2300 respectively


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PostPosted: Tue Feb 10, 2009 10:57 pm 
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well, first of all your fSTR and pDif are wrong. WSC is most likely wrong as well, but to know the proper numbers I'd have to know what WS you're using.

First of all, fSTR formula changes depending on your STR - target VIT (that's dSTR). A rough estimate would be approx 4 STR = 1 fSTR.

dSTR range fSTR approximation
12 or greater (dSTR + 4) / 4
6 to 11 (dSTR + 6) / 4
1 to 5 (dSTR + 7) / 4
-2 to 0 (dSTR + 8) / 4
-7 to -3 (dSTR + 9) / 4
-15 to -8 (dSTR + 10) / 4
-21 to -16 (dSTR + 12) / 4
-22 or less (dSTR + 13) / 4

The cap for fSTR depends on your "weapon rank" which is floor(base damage/9) where floor means to round down. Given your example with damage of 40, that would put your weapon rank at floor(40/9) which is 4, which from this chart: http://www.freewebs.com/vzx-01/fstr2.htm would mean your fSTR caps at 12 (the chart is of fSTR2 which is for ranged attack. Divide by 2 for regular attack) which happens when your STR is 44 more than the target's VIT.

Next pDif is is harder to estimate, because it's atk divide by def not minus, so you can't say much about it without knowing how much defense your target has (unless you're capped on pDif, then it's just the cap. Apparently according to wiki thee pDif formula was changed and there's still research going into what the new formula is, but this is the old one:

Ratio = your (r)atk/monster defense
Melee cRatio = Ratio - 0.050 x level difference

Max pDIF has the following formulas:
Ratio Range Function Value
0 ≤ cRatio < 0.5 fMax(cRatio) = 0.4 + 1.2 x cRatio
0.5 ≤ cRatio ≤ 5/6 fMax(cRatio) = 1
5/6 < cRatio ≤ 2 fMax(cRatio) = 1.2 x cRatio

Min pDIF has the following formulas:
Ratio Range Function Value
0 ≤ cRatio < 1.25 fMin(cRatio) = -0.5 + 1.2 x cRatio
if fMin < 0 → fMin = 0
1.25 ≤ cRatio ≤ 1.5 fMin(cRatio) = 1
1.5 < cRatio ≤ 2 fMin(cRatio) = -0.8 + 1.2 x cRatio

Again there's a number of different formulas depending on what value you get for atk/def - 5% of level difference. If you calculate using fMax as your pDif, that'll give you the highest amount that your swing would hit for (assuming no weakness or resistance towards your damage type like blunt vs bones etc). If you use fMin as your pDif that'll give you the lowest amount you'd hit for. pDif cap is 2.4 for non-crit and 3.0 for crit. A crit will increase your pDif by 1.0 so say if you're fighting something with high def and your pDif is 0.2 and you crit, you get pDif of 1.2 which is 6x the damage of a non-crit, as opposed to if your atk was capped for the mob's def, you'd go from 1.6(min)-2.4(max) non-crit to 2.6(min)-3.0(max) crit, which isn't as much. The amount you actually hit for is based on a random pDif somewhere between you fMin and fMax

As for WSC, let's take Raging Axe for example. It has a 30% STR modifier and fTP of 1.0 at 100%Tp.
WSC = floor (floor((A x A%) + (B x B%)) x α)
(btw floor means to round down)
Adding 11STR would give you
floor (floor((11 x 30%) + (B x 0%)) x 0.83) (0% because Raging Axe doesn't have a 2nd modifier)
= floor (floor (3.3) x 0.83)
= floor ( 3 x 0.83)
= floor ( 2.49 ) = 2
which at level 75 would be 0.83, so that would increase your WSC by 2 per hit

With multi-hit WS, the fTP is for the first hit, every hit after that has an fTP of 1. For dual-wield it adds one additional hit for multi-hit WS, so dual-wield Raging axe is actually 3 hits instead of 2.


In summary, your pDIF is Waaaaaaaaay off, because it's a number from 0 to 2.4 (or up to 3.0 if your crit) and 12 atk will not increase your pDIF by 12, it'll depend on how much def the target has compared to the atk you have already and would most likely increase your pDif by less than 0.05 unless you're fighting really low level stuff. fSTR and WSC are off pretty significantly as well, but there's no way to know your damage increase without knowing the mob's level, VIT and Def.

Edit: and yeah, what Den said as well, you get some atk with your STR as well, whereas atk only gives atk.


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PostPosted: Wed Feb 11, 2009 9:15 am 
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thanks rundi!

..give me awhile to figure out what all that means (checking this when i can at work in little bits and pieces) >.>
weapon skill would be rampage, and perhaps mistral axe

going to grab some gear sets and go fight dc's with various things on to test it this week.

It sucks having the possiblity of alot of acc or alot of str or alot of att.. but not necessarily alot of them all at once.

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PSN ID: Daymos256
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PostPosted: Wed Feb 11, 2009 9:31 am 
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Joined: Sun Aug 03, 2008 12:10 am
Posts: 39
Heh, it's one of the things I like about this game (would like it more so if we had more space... like 300 inventory....) it's that no one piece of gear is best for all situations, it's all dependent on what you're fighting or even what ability you're using.

The easiest calculations are against way too weak mobs where you know your atk and str are capped so you don't have to worry about the mob's stats, otherwise it's impossible to make accurate calculations without knowing the mob's stats.


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PostPosted: Fri Feb 13, 2009 8:35 am 
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Didnt check it out but someone on alla is working on damage calculation I believe.

http://ffxi.allakhazam.com/forum.html?f ... =33;page=1


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