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  1. #1741

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    With 50% crit rate, the probability of getting at least a certain amount of crits out of seven total hits is as follows:

    1+: 99.2%
    2+: 93.8%
    3+: 77.3%
    4+: 50%
    5+: 22.7%
    6+: 6.3%
    7 : 0.8%

    Which is a reliable damage increase of:

    1/7 crits: 2.13%
    2/7 crits: 4.02%
    3/7 crits: 4.97%
    4/7 crits: 4.29%
    5/7 crits: 2.43%
    6/7 crits: 0.80%
    7/7 crits: 0.12%

    As in, taking the probability of at least N crits, averaging out the benefit of 15% crit damage for exactly N crits over the 7 hits.

    If that's hard to digest, consider the odds of getting at least 1 crit out of 7 hits. It's the same as flipping a coin 7 times and hoping to get anything except seven tails. 50% chance for the first coin to be tails, 50% chance for the second coin to be tails, etc for (0.5*0.5*0.5*0.5*0.5*0.5*0.5)=0.78% chance of failure. Which means the chance of success is (100-0.78125)=99.22%

    That means at least one of your hits dealt 115% damage, and the other 6 could be anything from 95-115%. For simplicity's sake and to account for the lowest possible damage increase from the new skill, consider non-crits to be 100% damage. So (115+100+100+100+100+100+100)/7=102.14% as your average damage with only one crit out of seven. Two crits would be 104.29%, three 106.43%, all the way up to 115% for all seven.

    So you have a 99.22% chance to get at least one crit to deal at least 2.14% more damage, for 2.13% on average.
    Just like you have a 0.78% chance to get all seven crits for 15% more damage, for 0.12% on average.
    ---[/math]

    In all likelihood, Critical Strike would give you about 4-5% higher minimum damage.

    Considering it costs 15 SP (including Brave Crit) that's pretty bad. But then just look at PP Slayer which costs 19 SP for ~10% conditional damage and you realize Fighter's tree is a goddamn mess.
    PSO2 Trivia:
    Crits are bad, m'kay?       Buffs/Heals ignore equipment
    20 Atk ≃ 1% damage     Mass WB = Instant Win    
    Skill Tree Priority Charts || Class Info and Build Guide

  2. #1742

    Default

    Quote Originally Posted by UnLucky View Post
    With 50% crit rate, the probability of getting at least a certain amount of crits out of seven total hits is as follows:

    1+: 99.2%
    2+: 93.8%
    3+: 77.3%
    4+: 50%
    5+: 22.7%
    6+: 6.3%
    7 : 0.8%

    Which is a reliable damage increase of:

    1/7 crits: 2.13%
    2/7 crits: 4.02%
    3/7 crits: 4.97%
    4/7 crits: 4.29%
    5/7 crits: 2.43%
    6/7 crits: 0.80%
    7/7 crits: 0.12%

    As in, taking the probability of at least N crits, averaging out the benefit of 15% crit damage for exactly N crits over the 7 hits.

    If that's hard to digest, consider the odds of getting at least 1 crit out of 7 hits. It's the same as flipping a coin 7 times and hoping to get anything except seven tails. 50% chance for the first coin to be tails, 50% chance for the second coin to be tails, etc for (0.5*0.5*0.5*0.5*0.5*0.5*0.5)=0.78% chance of failure. Which means the chance of success is (100-0.78125)=99.22%

    That means at least one of your hits dealt 115% damage, and the other 6 could be anything from 95-115%. For simplicity's sake and to account for the lowest possible damage increase from the new skill, consider non-crits to be 100% damage. So (115+100+100+100+100+100+100)/7=102.14% as your average damage with only one crit out of seven. Two crits would be 104.29%, three 106.43%, all the way up to 115% for all seven.

    So you have a 99.22% chance to get at least one crit to deal at least 2.14% more damage, for 2.13% on average.
    Just like you have a 0.78% chance to get all seven crits for 15% more damage, for 0.12% on average.
    ---[/math]

    In all likelihood, Critical Strike would give you about 4-5% higher minimum damage.

    Considering it costs 15 SP (including Brave Crit) that's pretty bad. But then just look at PP Slayer which costs 19 SP for ~10% conditional damage and you realize Fighter's tree is a goddamn mess.
    i think we've pointed out how bad fighter's tree is XD
    i like the math you put in :3 puts a bit of backing behind not going for crit strike, alas since fi tree ends up with like 20 points left over anyway i gotta wonder is it better to throw them into Satk up, Halfline slayer and/or crit strike.

    i guess for now this will be my build (i tend to only use twin daggers but if you wanna use the same build just take points out of something useless like crazy heart and crazy beat and throw em into the gears.)
    http://ryuhiroshi.funpic.de/pso2/ski...fsNJ2Hni200006

  3. #1743

    Default

    Guys I've playing Braver and Gunner for a while and now that I moved to Fi/hu, I feel like I am really lacking in dmg. Using Niren Kamui...

    So I've been wondering whats the best Fighter weapon to use now? and the PAs for it if you guys dont mind

  4. #1744

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    Kamui with Black Heart active is as potent as any of the Species Hunter potentials in their best situations (Mizer Ripper, Draal Volg, Nagel Ong). You can get those anyways since on TAs and AQs the species potential is going to be active almost all the time in most situations, but the point is Kamui is still a really strong Tdagger.

    Tdagger is still the more dominant weapon, with Knuckles and Double Sabers having their useful niches on bosses and some mobbing situations.

  5. #1745

    Default

    I see

    thanks for the reply

  6. #1746

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    I wonder, is there a List of normal enemies and their SE weaknesses.
    Looking at the Boss SE weaknesses Burn and Panic are the SE to go.

  7. #1747

    Default

    Quote Originally Posted by XrosBlader821 View Post
    I wonder, is there a List of normal enemies and their SE weaknesses.
    Looking at the Boss SE weaknesses Burn and Panic are the SE to go.
    From my experience any status effect works on every normal monster. Like, you can set mechs on fire. Though if I recall correctly lightning SE also knocks normal mecs over, but then again burn doesn't do anything special against native mobs.

  8. #1748

    Default

    Quote Originally Posted by Friyn View Post
    From my experience any status effect works on every normal monster. Like, you can set mechs on fire. Though if I recall correctly lightning SE also knocks normal mecs over, but then again burn doesn't do anything special against native mobs.
    Doesn't matter as long as Chase advantage activates. With burn and panic it would be a total of 9 bosses including Vibras (which is neat).
    Also, what caught my attention is that putting 5 SP into Wise Stance and Wise stance up 1 makes Wise stance exactly as strong as 5 SP Brave Stance with 10 SP Brave Stance Up 1.
    Since Wise stance is rarely used why are we still putting 10 SP into Wise stance up 1? I mean sure this stance gets really strong that way but since it is so rarely used these 5 SP seem wasted to me. I mean I only use this stance for Vol Dragon, Catedran(sa) and Falz Hands and maybe Vardha Soma but that's it.
    http://ryuhiroshi.funpic.de/pso2/ski...fsNJ2Hni200006
    Making this a Fi/Hu - Crit + Split Build.

  9. #1749

    Default

    Are you including status animations with those? Because those don't count for chase advance, so Chase Advance won't work for any bosses (except Vibras, apparently?). It's a cool skill for blowing up minibosses, and randomly gibbing an enemy, but not really reliable damage either.

    Also, are people just solely using TDaggers now? I'm seeing a lot of builds where people aren't even bothering to get DS and Knuckle gear.

  10. #1750

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    I did exclude these "SE that aren't SE" like Voldragons freeze weakness.
    Here is the chart from the JP Wiki: http://puu.sh/8yg9A.png
    Circle means Normal SE (Chase +)
    Triangle means Vol Dragon style SE (Chase -)
    Cross means immunity to that SE

    About the Gear, I personally hate using Knuckles. And Double Sabers Gear skill doesn't increase damage just gives you a tiny extra damage Everytime you activate weapon action once charged up... both of those gear skills look like wasted SP.
    T. Daggers on the other hand can be charged up easily and give you a 50% Damage boost. And I play T.Dagger only atm. anyway because the AOE PA's kinda compensate for the low DPS that Fighter has.

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