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Character Stats, XP, DP (Origin: Gerbator&Team, July 2009) Rate Topic: -----

#21 User is offline   Imira 

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Posted 01 September 2009 - 12:22 PM

That thread's a goldmine. It holds information about pretty much everything I was hoping to test when the game's released. Saves me so much time xD Thanks for the find, and thanks for translating it :P
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#22 User is offline   Goliathon 

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Posted 01 September 2009 - 11:06 PM

The crit rate chart is interesting.

Up to 440 crit rate, every 10 crit rate = 1% chance to crit.

After 440 the value of increasing crit rate seems to be greatly diminished.

I suppose if you get to 440 crit it may be better to start stacking other stats after that.
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#23 User is offline   Organic 

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Posted 01 September 2009 - 11:59 PM

Goliathon said:

The crit rate chart is interesting.

Up to 440 crit rate, every 10 crit rate = 1% chance to crit.

After 440 the value of increasing crit rate seems to be greatly diminished.

I suppose if you get to 440 crit it may be better to start stacking other stats after that.


You got it. That seems to be the common wisdom at this point, though there is plenty of evidence that Phys Attack will provide more dps than Phys Crit. No reason not to get Phys Crit to 400 at least and up to the soft cap of 440 if you have the manastones and gear. After that, there should be plenty of room to stack Phys Attack or mix it up however you prefer.
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#24 User is offline   Gerbator 

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Posted 02 September 2009 - 04:38 AM

Hi there !

First, thanks for the translation, and thinks for notifying me about it ! ;)

As you may have guessed, I am the author of these posts (with great contribution from Zeross39 and Endy in data collection). I don't intend to interfere with Seismograf's work, and writing in a "correct" English is for me a fairly time consuming activity, so I won't be talkative here. But I'll keep an eye on this thread, and I look forward to your feedback :)
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#25 User is offline   Imira 

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Posted 02 September 2009 - 04:44 AM

Hello Gerbator!

And again, thanks for the work you, Zeross39 and Endy have done in that thread :P It is greatly appreciated.
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#26 User is offline   wh00 

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Posted 02 September 2009 - 04:50 AM

great info, thanks!
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#27 User is offline   SeismoGraf 

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Posted 02 September 2009 - 05:40 AM

gerbator said:

hi there !

First, thanks for the translation, and thinks for notifying me about it ! ;)

as you may have guessed, i am the author of these posts (with great contribution from zeross39 and endy in data collection). I don't intend to interfere with seismograf's work, and writing in a "correct" english is for me a fairly time consuming activity, so i won't be talkative here. But i'll keep an eye on this thread, and i look forward to your feedback :)


First of all, thank you very much Gerbator! With your team's impressive work you will help more than one. All your future work is certain to be observed by a benevolent eagle eye from the community. It is a pleasure to have you on our forums.
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#28 User is offline   Bull 

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Posted 02 September 2009 - 06:00 AM

Nice.

Thanks for the info.
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#29 User is offline   Ying 

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Posted 02 September 2009 - 08:28 AM

Nice ! Thanks for the info.

Regarding the magic resist, is it right to say that it is possible to have 100% resist chance if the difference between MR and MA is equal or more then 1000 ? or is there a maximum magic resist chance ? :rolleyes:
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#30 User is offline   Roseborn 

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Posted 02 September 2009 - 08:30 AM

Chiming in with my thanks for the info... great deal of work in obtaining and testing and then translating. Bookmarked!
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#31 User is offline   Minwa 

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Posted 02 September 2009 - 08:53 AM

So I know this is probably something I could (and will, eventually) work out on my own, I'm curious - has anyone drawn any conclusions about some of the generally more efficient grinding parties? Based onparty size, the level difference influencing XP, and the likelihood of killing elites as opposed to normal mobs in a party?

I know that this is a lot of variables to work with; quite possibly more than are feasible to draw a reasonable conclusion, but just wondering if anyone's thought about it at all.
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#32 User is offline   SneakyBuffalo 

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Posted 02 September 2009 - 10:16 AM

Yeah, that's on my to do list. Now that we have these formulas and lists of mob HP and XP that should go a long way towards helping figure that out
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#33 User is offline   Kyzer 

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Posted 02 September 2009 - 10:49 AM

Thanks on the post and translation!:thumbsup:
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#34 User is offline   decay 

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Posted 02 September 2009 - 01:40 PM

awesome post ty
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#35 User is offline   Idony 

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Posted 02 September 2009 - 02:09 PM

Thanks for the translation, Seismo, et merci Gerbator, Zeross39 et Endy :3 Sadly I can understand a lot more French than I can communicate in so that's all I'm going to try to say. >>;
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#36 User is offline   NeT 

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Posted 02 September 2009 - 11:13 PM

Thanks so much.
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#37 User is offline   Vivi 

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Posted 03 September 2009 - 01:27 AM

Thank you very much for this, it helps greatly into getting a deeper insight into the mechanics.

Hopefully we can see some updated analyses for OBT/live
It is a man's own mind, not his enemy or foe, that lures him to evil ways.

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#38 User is offline   Mataswayo 

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Posted 03 September 2009 - 06:50 AM

Thanks Seismo and Gerb (and team) for this stuff ... some great insights here ... keep up the good work!
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#39 User is offline   moger 

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Posted 03 September 2009 - 08:50 AM

Thanks for translating this info for us all. This is a great wealth of info on the working of the game. This is the info I was looking for to help me decide alot of stat setups.
"Think of Yourself as a Customer"
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#40 User is offline   montwo 

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Posted 03 September 2009 - 10:42 AM

wow what a find! 100% xp for mobs down to 2 lvls below you? wonder if the xp increase in those 2 lvls balances out the increased speed at which you can kill a mob 2 lvls below you
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