Stability is one of the biggest limitations for a DPS class. This part should not be left out and be very careful. This chapter will look at the mechanics and ailments that affect stability.
What is stability?
Stability is the statistic that indicates how much your damage can oscillate which can affect your maximum damage as DPS (Located on the right side of the weapon attack). The Graze effect and the ailment Fatigue drastically decrease your stability. On the other hand, the magic class has a small change in its stability calculation.
Let's see how it's calculation:
Total stability = Weapon stability + Stability by stats + Stability by equipment
Two things must be taken into account:
-Barehand (Without having equipped any weapon) possesses a stability of one
-The Dual Wield class we will not talk about here because its mechanics are more complex
The total stability can reach 100% or more (Default calculation) and in the following table we will see how the statistics affect the stability for each weapon:

Stability from stats = STR*0.025 + DEX*0.075

Stability from stats = DEX*0.1
Stability from stats = STR*0.05 + DEX*0.05
Stability from stats = STR*0.05
Stability from stats = STR*0.05
Stability from stats = DEX*0.1
Stability from stats = DEX*0.025
Stability from stats = STR*0.05 + DEX*0.05

Stability from stats = STR*0.075 + DEX*0.025
Stability from stats = DEX*0.35
As you may notice, STR and DEX statistics are usually the most commonly used to improve stability.
On the other hand Bow and Bowgun users have an advantage to increase their stability, they can equip Arrows which will add the stability of the arrow being 100% for Bows and 50% for Bowguns.
Remember we had talked about magic classes having another calculation? The magic class has another type of stability calculation for its magical skills as indicated by the following formula:
Magic skills stability = (100 + Total stability)/2
Something to keep in mind is that the stability limit for magic skills is 90%. Suppose that according to your stability calculation for magic skills exceeds 90%, the game discards it and places it as if it were 90% since this is its limit.
Once you have calculated your stability, the game generates a random number between 100 and your stability (Total stability for self attacks or physical skills and Magic skills stability for magical abilities) which we will call RNG Stability where it will multiply to the damage calculation.
Finale Damage (Step 7) = Finale Damage (Step 6) * RNG stability/100
Fatigue
Ailment Fatigue reduces your overall stability by 50%.
Graze
The Graze is the attack which you made to the boss even though he evaded it (as if you had touched it) which depends on your HIT and the Dodge of the enemy. Grazing halves your stability. Magical skills are not affected by Graze.
Graze Threshold values are different for each weapon:
Graze Threshold = 25%
Graze Threshold = 15%
Graze Threshold = 20%
Graze Threshold = 5%
Graze Threshold = 30%
Graze Threshold = 10%
Graze Threshold = 10%
Graze Threshold = 20%
Graze Threshold = 30%
Graze Threshold = 50%
Let's see technically first how the Attack Accuracy is calculated:
Attack accuracy = 100 - (mob's dodge - player's accuracy)/3 + MP cost of skill/10
- This value is rounded up (45.3~46)
- This value does not exceed 100
- This value takes into account the combo tag and the weaken ailment
- The more MP cost the skill has, the more precision it will have
- This value is affected by Blind: It is multiplied by 0.6 if the attack is made from 4m to more and by 0.8 of 4m or less
After calculating your Attack Accuracy, the game generates a random number between 0 and 100 which we will call Num. Where if your Attack Accuracy beats Num, you will have no problem hitting.
But if Num is less than or equal to your Attack Accuracy, another calculation will be taken where another data called Graze Threshold appears which if it is less than or equal to Num, the attack will miss. On the other hand, if it's older than Num, your attack will be considered Graze.
Graze Threshold values are invariant for each weapon.
No comments:
Post a Comment