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> Maximum Stat Discussion Thread, More data welcome.

 
post Apr 15 2011, 11:47
Post #81
varst



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QUOTE(buktore @ Apr 15 2011, 17:21) *

PS. And Katana max bleed chance is not 25%!!!11! (IMG:[invalid] style_emoticons/default/tongue.gif)


Wait a minute. Is your katana pre-nerf?
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post Apr 15 2011, 12:00
Post #82
hgbdd



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QUOTE(varst @ Apr 15 2011, 10:47) *

Wait a minute. Is your katana pre-nerf?
Yes, but I wouldn't be too excited, just have 14 base bleed.

This post has been edited by cmdct: Apr 15 2011, 12:01
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post Apr 15 2011, 12:06
Post #83
buktore



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QUOTE(cmdct @ Apr 15 2011, 17:00) *

Yes, but I wouldn't be too excited, just have 14 base bleed.


Who cares if ALL other stats were ABYSMALLY bad?! It has 26% bleed!!!111!

Fuck Yeah! (IMG:[i184.photobucket.com] http://i184.photobucket.com/albums/x207/buktore/righton.gif)
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post Apr 15 2011, 18:00
Post #84
Sayo Aisaka



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QUOTE(varst @ Apr 15 2011, 03:48) *

I would say that the factor for slots most likely will be a multiplication factor instead of addition factor for prof. and EABs.

I agree. I have a robe with only 0.1 base INT. It's hard to see how you could get that if something had been added on, even if the base roll was zero.
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post Apr 15 2011, 18:44
Post #85
varst



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QUOTE(Sayo Aisaka @ Apr 16 2011, 00:00) *

I agree. I have a robe with only 0.1 base INT. It's hard to see how you could get that if something had been added on, even if the base roll was zero.


Now that raises another interesting question.
Let's assume that for clothes there is a multiplication factor and a raw value.
Now, for gossamer robe, just assume that the multiplication factor is 1.2 and raw value is (1,10)
Now the interesting thing: we have been assuming that the base value of gossamer robe rise by a factor of 0.1, which we should observe a total set of 12 numbers from 0.1 to 1.2.
Or should we?
I'm not sure, but i don't think the raw value will go like 4.731 something; should be something with increment of 1.
So how can 10 raw numbers span 12 observable value?

Let's do an experiment. Pick the gossamer robes from our inventory to see if those 12 numbers really exist.
I have found 0.1, 0.4, 0.6, 0.7, 0.8, 1.1
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post Apr 15 2011, 20:24
Post #86
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What i was thinking with an additive instead of a multiplier is that it can affect the min and the max differently. Like for helm the additive would be (0,0), leg (0,1) and chest (0,2) which would allow for a range from .1 to 1.2 for gossamer robes.
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post Apr 15 2011, 20:52
Post #87
varst



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QUOTE(skillchip @ Apr 16 2011, 02:24) *

What i was thinking with an additive instead of a multiplier is that it can affect the min and the max differently. Like for helm the additive would be (0,0), leg (0,1) and chest (0,2) which would allow for a range from .1 to 1.2 for gossamer robes.


That's why i'm suggesting the experiment to see if the PABs base value is increasing continuously. If they did increase continuously, then we need to have another experiment. If they don't, then additive factor should most likely be wrong as i have no idea how a continuous raw value and continuous additive factor can produce a discontinuous base value.
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post Apr 15 2011, 21:57
Post #88
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I have no gossamer robes or any gossamer actually, but would like to see what turns up.

I'll look at chain when I have time and see what I get results for since I have a range to compare it against.
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post Apr 15 2011, 22:25
Post #89
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I'm not sure if it's going to prove anything, but we can add 0.2, 0.5 and 1.0 to the list of robe PABs.

By the way, about this:
QUOTE(skillchip @ Apr 14 2011, 23:07) *

Longsword base roll is from (3,20). Which translate to 0.3 base to 2.0 base. This part was simple and I haven't found any longsword out of this range.

The problems start to develop when I try to find a number that gets added to both the min and the max for PAB (I haven't looked at other things like ADM yet). I have found a few Longswords with a 2.91 bonus to STR. Which would make me want to think that the max for Ox is 3.0. The lowest value that I have seen is 0.91. Which makes the Current range for the base rolls to be (9,30), which is (+6,+10) from base. So maybe there is more then one roll for each piece of equipment, all done before the scalar effect. Something like [(Equipment Range) + (Suffix Modifier Range) + (Slot Modifier)]/scalar.

I'd say it's fairly obvious that any bonus from an equipment suffix is a random amount. It doesn't make sense for it to be a fixed value just because the equipment happens to have that stat already. Of course, there's the question of how it's implemented - two separate rolls added together, or a single roll using a modifed range. That doesn't really matter if we're only looking at maximum and minimum values, though it could be deduced from observations if anyone could be bothered to collect a sufficiently large sample.
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post Apr 16 2011, 00:43
Post #90
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I'll have some observations of Max's that I have found for various leather and chain gear up soon even though most people don't use them it's what I have been using to try to figure out how the modifier rolls/(multipliers?) are performed.
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post Apr 16 2011, 10:07
Post #91
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I got this one:
Fine Willow Staff of the Curse-weaver
102.81(14.69)
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post Apr 16 2011, 18:56
Post #92
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QUOTE(hu318443 @ Apr 16 2011, 08:07) *

I got this one:
Fine Willow Staff of the Curse-weaver
102.81(14.69)


that one is rather nice
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post Apr 17 2011, 04:35
Post #93
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QUOTE(4EverLost @ Apr 16 2011, 09:56) *

that one is rather nice


Really?

But it doesn't have PB for Divine& Forbidden.

The ET rate isn't ideal neither.
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post Apr 20 2011, 15:20
Post #94
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Willow Staffs have a depreciating bonus in the first place, so their max dep bonus will most likely be higher than the other staffs (redwood staffs do too, but with a lower max)
For the moment we're concentrating on Ebony and Katalox though, since they are by far the most used Staffs
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post Apr 26 2011, 17:05
Post #95
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Fair Phase Pants of the Raccoon

Fair Phase Pants of the Raccoon
Level: 236 -> 0
Attack Accuracy Bonus: 1.6
Magic Accuracy Bonus: 1.99
Physical Absorption: 0.2
Physical Mitigation: 0.62
Magical Absorption: 0.43
Magical Mitigation: 1.11
Evade Chance: 2.25
DEX: 2.62
AGI: 0.4
INT: 1.01
WIS: 0.2

Base DEX = 2.62, 24.43 @ 300
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post Apr 29 2011, 03:51
Post #96
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Damnit, just when I was going to work on the PABs some more, Tenboro adjusts the stats again. I might still start up gossamer non-suffixed PABs in a few days, but Phase stuff will have to wait awhile now.

This post has been edited by Conquest101: Apr 29 2011, 03:51
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post Apr 30 2011, 12:54
Post #97
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Average Willow Staff of the Curse-weaver: 98.54 (14.08)
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post Apr 30 2011, 12:58
Post #98
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QUOTE(cryomorph @ Apr 30 2011, 18:54) *


There has been one with 14.69 base depre. prof. posted, just a few posts up

What i'm REALLY interested is that it has 1.5 base wisdom
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post May 1 2011, 12:01
Post #99
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Fine Willow Staff of Destruction

Is it good, guys? I'm not really good in comparing yet. (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 1 2011, 12:03
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QUOTE(Evil Scorpio @ May 1 2011, 12:01) *

Fine Willow Staff of Destruction

Is it good, guys? I'm not really good in comparing yet. (IMG:[invalid] style_emoticons/default/smile.gif)

Dont post here, reply on this 1 instead https://forums.e-hentai.org/index.php?showtopic=22234
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