EvilMag
Oct 14, 2014, 12:58 PM
http://pso2.swiki.jp/index.php?%E3%82%AF%E3%83%A9%E3%83%95%E3%83%88#ba1 e3a5f
Read here and they revealed the formula to see how much dex you need to have 90% minimum damage
I'll just let dark_eboreus from reddit say it all: http://www.reddit.com/r/PSO2/comments/2j5g0m/dexapt%E6%8A%80%E9%87%8F_crit_and_crafting_explain ed/
the japanese wiki recently updated the page on crafting with a section which describes how exactly the damage range, dex, and the high extension crafting works with data that supports this damage calculator.
basically, for nearly every rare weapon(7★+), the damage range is 90%~100%; the damage range for every other weapon(ie. 1~6★ and a few others such as "red"/"blue" weapons and the t-atk on vibras bow?) are 10%~100%. note that this doesn't affect the attack values given from your base stats, skills, mag, or affixes.
following this, the bonus damage from attribute is unaffected by damage range. element adds (element amount)% of weapon damage to all melee and ranged attacks. the damage ranges are effectively 140%~150% and 60%~150% respectively.
when an attack is a critical hit, you get blue numbers and the damage simply hits 100%(with a few bonuses from fighter and one potential). base crit chance is 6.5%, and crit bonuses from skills are additive(ex. critical strike, 15%, and wise critical, 25%, would add up to 46.5% crit chance).
the way dex is calculated is simple. enemy dex - player dex = effective dex. the dex stat of the enemy is exactly the same as a similar leveled player with no subclass(360 for lv 70 enemies). having a subclass yourself adds around 70. as an aside, the saiki(ginnegam) set bonus gives +80 dex.
for every point of dex, it adds +2 attack to the minimum damage range directly starting from 0% weapon damage, up to 90% weapon damage. once you get past 10% weapon damage in dex, dex begins to add actual damage. thus, you need 45% dex to cap it to 90%.
now, the last few levels of extended weapons(those that use shiruba tier mats) recieve bonus dex(not shown in character sheet) based on rarity. the calculation on the bonus dex(for shiruba tier) is:
1.5(grind bonus% - 100) + 100
the bonus dex from this formula for all the rarities at +10 grind are:
rarity bonus
1~3 175
4~6 190
7~9 212.5
10 235
11 242.5
a simple calculation to see how much dex you need to make the weapon work like a normal rare weapon against a level 70 is:
dex = .45(weapon attack) - craft bonus + 360
finally, if you were using a fully grinded ext8 10★ that had 1000 attack, you would need 575 dex for it to be the same as a non-extend, fully grinded 10.
Curious enough I decided to check every single weapon type on each rarity. Keep in mind I could be wrong with these numbers. These are just my rough estimates using the formula. Some of them will have two numbers because I was too lazy to round it. Math is not my subject!
1-3*
Sword: 687
Wired Lance: 617
Partizan: 593
Twin Dagger: 513
Double Saber: 536
Knuckles: 663
Katana: 608
Duel Blade: 631
Gunslash (Melee): 570
Gunslash (Range): 551
Assault Rifle: 628
Launcher: 671
Twin Machine Guns: 648
Bullet Bow: 687
Rod: 679
Talis: 601
Wand (Melee): 639
Wand (Tech): 628
Jet Boots (Melee): 609?
Jet Boots (Tech): 608?
4-6*
Sword: 671
Wired Lance: 602
Partizan: 578
Twin Dagger: 498
Double Saber: 521
Knuckles: 648
Katana: 593
Duel Blade: 616
Gunslash (Melee): 555
Gunslash (Range): 536
Assault Rifle: 613
Launcher: 656
Twin Machine Guns: 633
Bullet Bow: 671
Rod: 664
Talis: 586
Wand (Melee): 624
Wand (Tech): 613
Jet Boots (Melee): 594
Jet Boots (Tech): 593
7-9*
Sword: 648
Wired Lance: 579
Partizan: 556
Twin Dagger: 475
Double Saber: 499/498
Knuckles: 626/625
Katana: 571/570
Duel Blade: 594/593
Gunslash (Melee): 533/532
Gunslash (Range): 514/513
Assault Rifle: 591/590
Launcher: 634/633
Twin Machine Guns: 611/610
Bullet Bow: 649/648
Rod: 642/641
Talis: 564/563
Wand (Melee): 602/601
Wand (Tech): 591/590
Jet Boots (Melee): 572/571
Jet Boots (Tech): 571/570
10*
Sword: 626
Wired Lance: 556
Partizan: 533
Twin Dagger: 453/452
Double Saber: 477/476
Knuckles: 604/603
Katana: 549/548
Duel Blade: 572/571
Gunslash (Melee): 511/510
Gunslash (Range): 492/491
Assault Rifle: 569/568
Launcher: 612/611
Twin Machine Guns: 589/588
Bullet Bow: 627/626
Rod: 620/619
Talis: 542/541
Wand (Melee): 580/579
Wand (Tech): 570/569
Jet Boots (Melee): 550/549
Jet Boots (Tech): 549/548
11*
Sword: 619
Wired Lance: 549
Partizan: 526
Twin Dagger: 446
Double Saber: 468
Knuckles: 596
Katana: 541
Duel Blade: 564
Gunslash (Melee): 502
Gunslash (Range): 484
Assault Rifle: 561
Launcher: 603
Twin Machine Guns: 580
Bullet Bow: 619
Rod: 611
Talis: 534
Wand (Melee): 572
Wand (Tech): 562
Jet Boots (Melee): 541
Jet Boots (Tech): 540
As for why Jet boots have a ? it's because the JP wiki didn't have the exact number when their +10 max extended. Guess this explains why extended Sange is the hot new thing. Since 541 DEX is easily achievable since the Gunne-gam units have 80 DEX as the set bonus.
Read here and they revealed the formula to see how much dex you need to have 90% minimum damage
I'll just let dark_eboreus from reddit say it all: http://www.reddit.com/r/PSO2/comments/2j5g0m/dexapt%E6%8A%80%E9%87%8F_crit_and_crafting_explain ed/
the japanese wiki recently updated the page on crafting with a section which describes how exactly the damage range, dex, and the high extension crafting works with data that supports this damage calculator.
basically, for nearly every rare weapon(7★+), the damage range is 90%~100%; the damage range for every other weapon(ie. 1~6★ and a few others such as "red"/"blue" weapons and the t-atk on vibras bow?) are 10%~100%. note that this doesn't affect the attack values given from your base stats, skills, mag, or affixes.
following this, the bonus damage from attribute is unaffected by damage range. element adds (element amount)% of weapon damage to all melee and ranged attacks. the damage ranges are effectively 140%~150% and 60%~150% respectively.
when an attack is a critical hit, you get blue numbers and the damage simply hits 100%(with a few bonuses from fighter and one potential). base crit chance is 6.5%, and crit bonuses from skills are additive(ex. critical strike, 15%, and wise critical, 25%, would add up to 46.5% crit chance).
the way dex is calculated is simple. enemy dex - player dex = effective dex. the dex stat of the enemy is exactly the same as a similar leveled player with no subclass(360 for lv 70 enemies). having a subclass yourself adds around 70. as an aside, the saiki(ginnegam) set bonus gives +80 dex.
for every point of dex, it adds +2 attack to the minimum damage range directly starting from 0% weapon damage, up to 90% weapon damage. once you get past 10% weapon damage in dex, dex begins to add actual damage. thus, you need 45% dex to cap it to 90%.
now, the last few levels of extended weapons(those that use shiruba tier mats) recieve bonus dex(not shown in character sheet) based on rarity. the calculation on the bonus dex(for shiruba tier) is:
1.5(grind bonus% - 100) + 100
the bonus dex from this formula for all the rarities at +10 grind are:
rarity bonus
1~3 175
4~6 190
7~9 212.5
10 235
11 242.5
a simple calculation to see how much dex you need to make the weapon work like a normal rare weapon against a level 70 is:
dex = .45(weapon attack) - craft bonus + 360
finally, if you were using a fully grinded ext8 10★ that had 1000 attack, you would need 575 dex for it to be the same as a non-extend, fully grinded 10.
Curious enough I decided to check every single weapon type on each rarity. Keep in mind I could be wrong with these numbers. These are just my rough estimates using the formula. Some of them will have two numbers because I was too lazy to round it. Math is not my subject!
1-3*
Sword: 687
Wired Lance: 617
Partizan: 593
Twin Dagger: 513
Double Saber: 536
Knuckles: 663
Katana: 608
Duel Blade: 631
Gunslash (Melee): 570
Gunslash (Range): 551
Assault Rifle: 628
Launcher: 671
Twin Machine Guns: 648
Bullet Bow: 687
Rod: 679
Talis: 601
Wand (Melee): 639
Wand (Tech): 628
Jet Boots (Melee): 609?
Jet Boots (Tech): 608?
4-6*
Sword: 671
Wired Lance: 602
Partizan: 578
Twin Dagger: 498
Double Saber: 521
Knuckles: 648
Katana: 593
Duel Blade: 616
Gunslash (Melee): 555
Gunslash (Range): 536
Assault Rifle: 613
Launcher: 656
Twin Machine Guns: 633
Bullet Bow: 671
Rod: 664
Talis: 586
Wand (Melee): 624
Wand (Tech): 613
Jet Boots (Melee): 594
Jet Boots (Tech): 593
7-9*
Sword: 648
Wired Lance: 579
Partizan: 556
Twin Dagger: 475
Double Saber: 499/498
Knuckles: 626/625
Katana: 571/570
Duel Blade: 594/593
Gunslash (Melee): 533/532
Gunslash (Range): 514/513
Assault Rifle: 591/590
Launcher: 634/633
Twin Machine Guns: 611/610
Bullet Bow: 649/648
Rod: 642/641
Talis: 564/563
Wand (Melee): 602/601
Wand (Tech): 591/590
Jet Boots (Melee): 572/571
Jet Boots (Tech): 571/570
10*
Sword: 626
Wired Lance: 556
Partizan: 533
Twin Dagger: 453/452
Double Saber: 477/476
Knuckles: 604/603
Katana: 549/548
Duel Blade: 572/571
Gunslash (Melee): 511/510
Gunslash (Range): 492/491
Assault Rifle: 569/568
Launcher: 612/611
Twin Machine Guns: 589/588
Bullet Bow: 627/626
Rod: 620/619
Talis: 542/541
Wand (Melee): 580/579
Wand (Tech): 570/569
Jet Boots (Melee): 550/549
Jet Boots (Tech): 549/548
11*
Sword: 619
Wired Lance: 549
Partizan: 526
Twin Dagger: 446
Double Saber: 468
Knuckles: 596
Katana: 541
Duel Blade: 564
Gunslash (Melee): 502
Gunslash (Range): 484
Assault Rifle: 561
Launcher: 603
Twin Machine Guns: 580
Bullet Bow: 619
Rod: 611
Talis: 534
Wand (Melee): 572
Wand (Tech): 562
Jet Boots (Melee): 541
Jet Boots (Tech): 540
As for why Jet boots have a ? it's because the JP wiki didn't have the exact number when their +10 max extended. Guess this explains why extended Sange is the hot new thing. Since 541 DEX is easily achievable since the Gunne-gam units have 80 DEX as the set bonus.