Maplestory 2 Physical Attack Vs Boss Dmg

We appreciate this expertise of our users in different domains and hence project FullForms as a platform where our users have the opportunity to be a part of this human edited website by contributing to the database. We always value your suggestions and would like to hear from you. Welcome to FullForms™FullForms is a world’s leading online source for abbreviations and full forms, where we strive to give you a user-friendly, easy and unambiguous search experience. All of us have different areas of interests and various orbits of expertise. Full form of dmg in chemistry test

This bonus is not additive with other stun avoidance modifiers from passive skills and equipment; the chance to ignore stun granted by energy shield is rolled separately. This recharge rate can be increased with #% increased Energy Shield Recharge Rate modifiers.Stun preventionWhile the character has any energy shield remaining the character has a 50% chance to ignore being. 20.0% of Recharged per secondEnergy shield will stop recharging if the character takes damage. Killing an enemy while this buff is active refreshes the buff duration, and can grant a Frenzy Charge. Skills Skill gemBlood Rage,Mana Cost: (7-16)Can Store 1 Use(s)Cooldown Time: 1.00 sec Requires Level 16 Adds a buff that deals Physical Damage over time, while increasing Attack Speed and Life Leech. Path of exile faster dmg.

Nov 14, 2018  Physical piercing should be maximum of 15% (easily achievable with physical piercing on weapon + gloves). After that boss damage has the highest possible rolls on equipment. If that's not possible ranged damage is a good alternative. If you get high rolls of dex/physical attack that's nothing to scoff at either since they directly impact damage.

According to a potential list site, at legendary, you can get 40% boss damage and +12% atk.
  • Oct 27, 2018  Each weapon ricochets to other enemies within 3 m and deals 76% damage two times. The damage of each attack is affected by the weapon that is thrown. Shadow Cutter: Throw your weapon forward 8 m with a strong spin to deal 99% dark damage 2 times to 8 enemies. Damage of this skill is affected only by the weapon in your right hand.
  • MapleStory Screens, Videos and Forum. Total damage vs atk and boss damage Bow Master Forum Talk about Hunter, Ranger and Bow Master. 9% Total will increase your range from before 4.5% as will%Attack (109% is 2.09x and 100% is 2x, so 2.09/2 = 1.045). However, there are other sources that usually increase your%total, thus making%Total.
So here is your balance of stats between att% and boss damage% at its simplest:
Boss Damage% Atk%Maplestory 2 physical attack vs boss damage
.4 .12
.8 .24
1.2 .36
1.6 .48
2 .6
2.4 .72
2.8 .84

Maplestory 2 Physical Attack Vs Boss Damage


3.2 .96
3.6 1.08
etc..

Maplestory 2 Physical Attack Vs Boss Dmg System

Obviously, you cannot have less than 0% att (which is at 1+0=1.00). So let's look at the ratio after atk% rises to/above 1. Ideally, according to the chart, when you reach 3.6 or 360% boss damage, you should have 1.08 or 8% atk. But of course, you can get 12% atk so you just try to match it up as close to this as possible.
Basically, it's saying you do not get att% until you have 360% boss damage. So I'll prove the chart is correct and that you should only get atk% after getting 360% boss damage. Simply put, if you were at 360% boss damage, and you had the choice of either getting 12% atk or 40% boss damage, what would be the better choice?
With +40% boss damage, you go from 360%-> 400% boss damage and that is 4.0/3.6=1.11 or about +11% damage increase. However, since we so far have 0% atk, and if we choose to add +12% atk instead of +40% boss damage, we get a flat +12% dmg which is > than the 11% damage increase.
But it's a little bit trickier than that. Since you basically the formula is 1+(boss dmg%), it's kind of like saying you get a base of 100% boss damage (becuase if you had 0, you do 0 damage [0xanything=0]) . And same for atk% (1+atk%), we start with a base of 100% atk. So basically, from the chart, you need to minus 1 from your boss damage% and from atk%. 360% or 3.6-1=2.6.
So really, at 260% boss damage, you should get 8% atk. At 300% boss damage, you need 20% atk. At 340% boss damage, you need 32% atk, etc..
Here's the new chart that shows those ratios:
Boss Damage% Atk%

2.6 .08 (at +260% boss damage, you should have 8 atk%)
3 .2 (at 300% boss damage, you should have 20 atk%)
3.4 .32 (at 340% boss damage, you should have 32 atk%)
etc..
So I'll prove this chart is correct.
We have 340% boss damage. The chart says I need 32% atk. But let's say you think I'm wrong and think that 40% boss damage is better and that we should get +40% boss damage instead of another +12% dmg. So in that scenario, we would get 380% boss damage and 24% atk.
Basically, 340% boss damage and 32% atk vs. 380% boss dmg and 24% atk.
damage = (STUFF) * (1.0 + %att)) * (1.0 + [total boss dmg%+total damage%])
340% boss dmg and 32% atk = (stuff)*(1+0.32)*(1+(3.4)=stuff*5.808
vs.
380% boss damage and 24% atk = stuff*(1+0.2)*(1+(3.8)=stuff*5.76
So obviously stuff*5.808 > stuff*5.76
So you just follow the chart, and your damage will be optimized.
Note that total damage adds to boss damage, and so do dmg% from skills. You should just try to match your stats as closely as possible to the chart.
Hi guys, so i'm trying to get a better dojo time. I have about 227% boss damage without the dojo gloves but my range is a bit lower compared to the boss damage. After like 100% boss, boss damage doesn't help as much and gets worse the higher you go. My gun has a pot of 20% boss damage and my secondary has 30% boss damage, but neither of them give me range with the potentials. Should i sacrifice 50% boss damage and go for % attack? (which will probably give me like 50k range). Basically, 227% boss vs 177% boss+50k range? How should i go about funding my sair to get a better dojo time? Thanks in advance
Comments are closed.