Boss dmg or Melee/Range Dmg. So I am a melee class and I have a decent roll on melee dmg. 5.0 melee dmg would 5.0 boss dmg be better and if so why? Just wondering. Save hide report. This thread is archived. New comments cannot be posted and votes cannot be cast. Berserker is a melee class with two-handed swords as a weapon. It uses the law of darkness to gain strength from the blood. It has excellent continuous output and intermittent bursting ability. U4GM Maplestory 2 Mesos Production Team Gave much more support for this Guide. Thanks, JEE Wang. 6 hits full ki dmg -increase dmg doesnt increase ki dmg bow strategy in video -ki dmg buff kusarigama skill, degeneration talisman -sanctity taliman remove all buff / debuff for a time. Aug 19, 2019 ENDGAME BUILD. Hard +20 difficulty setting. Showing the roll + dmg numbers. Buff up 00:29. Bigcrit melee hit 00:43. Normal melee crit 00:53. Trait requirement.
Ms2 Boss Dmg And Melee Dmg 1
Hi guys, with 3.7's melee update, cyclone builds are very popular this league. Most of the cyclone players are using swords or axes, as a result, these endgame weapons are now pretty expensive and are somewhat hard to acquire. Given how staves are still cheap this league, this build manages to be budget-friendly yet endgame viable. Can be used as a league starter. Why use Staff? (besides being cost-efficient) Another minor upside is endurance charges, with reliable melee crit chance, we can maintain 3 charges while mapping and bossing, extra tankiness. Pure Phys - Impale Chance & Effect With this build we'll get 90% impale chance and 78% increased impale effect from Imaple Support, Dread Banner and Swift Skewering. This makes a impale record around 18% phys dmg per stack, offering a multiplier close to 80% more. Some math (1+17.8%*5)*90% + 1*10% = 1.80 Realistically, it's will be lower since you won't have full stacks in the initial hits, and will not be able to expire all stacks before killing a boss. 1. Pros & Cons 2. Viability (with videos) 3. Passive Tree 4. Links 5. Gear & Stats 6. FAQ Pros & Cons + Endgame weapon is budget friendly + High single target damage with impale mechanics and slayer cull + Good for delving + Dodge without stop attacking + Tanky, 170% increased life, 40~50% physical dmg reduction while channeling + Can be a league starter - Need some stats (int/dex) on gear - Not using Brutal Fervour - Mana issue need specific mana related mods on gear Viability ☑ All Map Mods - No dead mods, but 'no leech' is dangerous ☑ Uber Lab ☑ Atziri/Uber Atziri ☑ Shaper ☑ Elder/Uber Elder Videos Shaper (deathless) https://youtu.be/g0YtJo9_pd0 UberElder (deathless) https://youtu.be/HUL0Ud_7nGs Uber Atziri https://youtu.be/8BR0Q245A-4 Shaper (using Hegemony without Watcher's Eye, 2nd phase 5link) https://youtu.be/8OmjxL5wzbU Uber Elder (using Disintegrator without Watcher's Eye) https://youtu.be/LPnbcM-bWGU Passive Bandits - Kill All Passive Tree Overview Path of Building (Lv.90 passive tree with my current gear; also include Lv30/60 leveling trees) https://pastebin.com/uMsGHY30 Some of the effects aren't included in the PoB calculation, hence added a custom Jewel above Resolute Technique to calculate actual DPS. Slayer Ascendancy Order Overwhelm is good for staves that don't have the increase crit% mod, you can take other ascendancies if you are using a Hegemony's Era. Pantheon Major Gods - Soul of Lunaris Minor Gods - Soul of Gruthkul Links Cyclone Links (In Chest or Weapon) Cyclone + Impale + Brutality + Infused Channeling + Melee Phys. + Fortify (can be 7linked with Shaper/Elder weapons or Maim supported chest) CwDT Setups CwDT + Orb of Storms + Power Charge on Critical + Purifying Flame CwDT + Blade Vortex + Curse on Hit + Assassin's Mark 1. Purifying Flame creates consecrated ground which can help increase crit% against bosses if triggered. (Optional) 2. CwDT BV setup can be ignored if you have Curse on Hit rings or gloves. 3. If you have free slots, you can consider fossil crafting abyssal jewel sockets onto your gear to upgrade your character furthermore. Aura/Buffs Flesh and Stone + Maim Blood and Sand, Dread Banner, Precision, Blood Rage, Molten Shell Ancestral Protector or Vaal Ancestral Warchief Movement Skills Leap Slam, Dash Gear & Stats Gear Staff For endgame, try getting a 550+DPS Eclipse Staff. Hegemony's Era and Disintegrator are decent and cost-efficient choices. Chest Mod Priority: Life > Ele Res. > Stats Later on, you can fossil craft a chest with mana reduction and/or Maim supported mod. Decent uniques: Belly of the Beast, Carcass Jack Helmet Mod Priority: Life / Ele Res. Decent uniques: Starkonja Gloves Mod Priority: Atk Speed / Flat Phys > Life / Ele Res. Mana issue can be solved with 'leech as mana' mod. Boots Mod Priority: Movement Speed > Life / Ele Res. Belt - Perseverance With Fortify as our 6th link, we can have perma onslaught using Perseverance. The movement speed bonus via onslaught is very good for cyclone builds, also makes our gameplay a smoother. Can use a rare Stygian belt or The Tactician instead. Amulet Mod Priority: Crit Multi > Life / Crit% > Stats Try get a Turquoise or Onyx base to compensate for the lack of Int/Dex Craft Options: +1 Minimum Frenzy / Melee range & dmg Rings Mod Priority: Ele Res. > Life > Flat Phys Craft Options: +1 Minimum Frenzy / Melee range & dmg Mana issue can be solved with 'leech as mana' mod. Unique Flasks - Lion's Roar & Rotgut Jewels Mod Priority: %Life / Crit Multi > damage modifiers Decent Uniques: Watcher's Eye (Precision) / Timeless Jewels Stats 6L Cyclone with a 576DPS Eclipse Staff, Shaper Dmg over 2M+ without flasks. 5L Cyclone with Hegemony's Era, Shaper Dmg around 1.3M without flasks. FAQ Last edited by peterfang93 on Jun 28, 2019, 11:22:21 AM | Posted by peterfang93 on Jun 19, 2019, 7:11:52 PM |
' Touché lol I like the build might give it a try this weekend! | Posted by on Jun 27, 2019, 3:02:57 AM |
Really enjoying this build. Thanks for the guide. My progess PoB: https://pastebin.com/hbYrY6Ld On a 5L without Impale: ~380k shaper dps without anything ticked in config. Decent AoE using 5L carcassjack | Posted by rfegbfrefdv on Jun 28, 2019, 3:28:05 AM |
Report Forum Post
Comments
Ms2 Boss Dmg And Melee Dmg Download
- 1000 power = 1% damage increase only when you have 0 power to start with. Once you have 100,000 power, that addition 1000 power adds less than 1% due to the previous power amount also adding to the damage increase. Unlike other stats, there is no counter stat to power, but also no cap. Power is also only one part of the total damage equation, so that 1% damage increase to power ends up only being a fraction. Unlike damage increase gear that affects the whole equation at once. For more in depth math behind it, here is a useful tool created by Janne. https://jannenw.info/pages/mechanics16/power
- The percent increase in damage due to adding more power is:
Δp/(100,000+p) x 100%
where Δp is the increase in power, and p is your initial power.
As your power increases, the percent increase in damage decreases.
If you have 50,000 power, and you add 2,000 more power, your percent increase in damage is 1.33%.
If you have 100,000 power, and you add 2,000 more power, your percent increase in damage is 1%.
If you have 150,000 power, and you add 2,000 more power, your percent increase in damage is 0.8%.
Etc. - carloswartunePosts: 25MemberArc UserPower does increase 1% per 1k, but it's additive, instead of multiplicative like buffs.
If you have 50k power, your damage is multiplied by 1.50 (1 + power/100000).
If you add 3k power to that, 3% is *added* to the multiplier, so it becomes 1.53.
However, if you compare the old and new multipliers, you'll see that the new is only 2% higher than the old (as 1.53/1.50 = 1.02). So your damage will be only 2% higher.
So, there isn't a predefined curve, but power being additive makes it lose effectiveness as your current Power increases. - edited July 21The common mistake new players make is to think that the listed power damage multiplier is real. You have to add an additional 100% to whatever your listed percent is. That then, is your real damage multiplier. (cause you deal 100% damage with no power at all)
The power damage multiplier augments all other damages. In that sense, its multiplicative , just like a 3% damage multiplier from gear.
A 3% damage multiplier means.. multiply total damage by 1.03
A player with 150,000 power (150% bonus).. multiplies total damage by 2.50
With 100% crit severity, on a crit without CA. multiplies total damage by 2.00
With all three multiplied together your get:
Base Damage x 1.03 x 2.50 x 2.00 = 5.15 times more damage than Base
For a 4,000 damage weapon and a 375 magnitude encounter skill:
The base damage is 4,000 x 3.75 = 15,000
15,000 x the 5.15 multiplier = 77,250 damage on your strike (potentially). I say potentially cause it will be further modified by enemy defenses and any other buffs & debuffs that are occurring.
Generally, small bonuses can be thought of as additive. 3% is an extra 3%. It takes a huge amount of small bonuses to start multiplying out of their additive range. Ten 1% boosts, for instance, gives a combined 10.4% boost. A thousand 1% boosts would give you a 2,095,815% boost due to the power of exponential stacking. So, if your character had a thousand 1% boosts it could probably 1 hit any boss in the game. A 1000% boost would be pretty darn good too, but not as good as a thousand 1s.2 - edited July 213% is 3% of 100% damage, but you would be hitting a combined damage boost of around 500% from your power, crit, occasional CA, & weapon enchantment, plus other modifiers.
Adding a 3% boost to 500% means: 5.00 x 1.03 = 5.15 (gives you 15% extra base damage instead of 3%)
Top end players are hitting a combined total damage modifier of about 1000%. For them, a 3% boost is adding 30% of base damage. - While I agree the +dmg can be more effective than the +power, but the question how much more effective. The +dmg gear applies only to a subset of abilities, so your +19 dmg gear may be more like +10 overall. And using all the available +dmg gear means you give up around 5.5K power you can get from the ME gear and in group, power that applies to all damage.
I fail to comprehend why you believe you'll be seeing anywhere near a 50% increase in damage.well i have completely changed my build around and i have +19% dmg gear, and the 'up to 20% dmg' bonus from demon lord set....i fail to really see a difference in dps between this and the mod 16 gear I was using....I have 160k base power and 126k CA, and there is no way i am doing significantly more damage..definately not 50%
I'm not home to check buffs on EQ, nor do I feel like wasting the time, so this as a generic example.
If you have:
• 3% damage bonus to at-wills
• 3% damage to melee x2
• 3% damage to encounters
• orcus set damage % is variable depending on health difference. you're never going to be doing 20% damage most of the time. we'll say 10% damage on average for giggles because im not doing math.
So by this example:
• the 3% from at-wills only fires on at-wills which should proc a lot
• 3% on melee (if you're a melee class) would proc a lot
• 3% on encounters you'll proc the least out of these
• orcus set, on mobs that melt easy I doubt you would see a huge difference. the difference in your hp and enemy hp would be negligible if you're one shotting mobs. where this would shine is on bosses or enemies with a lot more hp so there's more uptime.
So I guess the real question is how were you 'testing' the changes. At a dummy? Running ACT to see difference in damage per attack? Or are you just running around attacking random mobs and 'feeling' your way through your testing?
If you're hitting the necessary stats, the new gear is basically just item level. At the end of the day, if the +damage gear is only 1% more effective that still makes it better.- Given those pieces (dont know your class) the only thing you're guaranteed to be proccing all the time is the hood for 5%. There's so many variables in there like are you only using powers that are classed range, do you stay within 25' 100% of the time, do you dodge a lot and make the boots proc less, etc.
I obviously don't know your class, playstyle, powers used, etc to say anything more than that.
So you're tracking your damage through the paingiver? If so, we can skip the discussion because that, to me, is not an accurate way to determine anything other than 'on this run I was better than this person, and on this one I wasn't'. - Posts: 1,036Member, NW M9 PlaytestArc User> @pariswinters#7118 said:
> well i have completely changed my build around and i have +19% dmg gear, and the 'up to 20% dmg' bonus from demon lord set....i fail to really see a difference in dps between this and the mod 16 gear I was using....I have 160k base power and 126k CA, and there is no way i am doing significantly more damage..definately not 50%
>
> I fail to comprehend why you believe you'll be seeing anywhere near a 50% increase in damage.
>
> I'm not home to check buffs on EQ, nor do I feel like wasting the time, so this as a generic example.
>
> If you have:
> • 3% damage bonus to at-wills
> • 3% damage to melee x2
> • 3% damage to encounters
> • orcus set damage % is variable depending on health difference. you're never going to be doing 20% damage most of the time. we'll say 10% damage on average for giggles because im not doing math.
>
> So by this example:
> • the 3% from at-wills only fires on at-wills which should proc a lot
> • 3% on melee (if you're a melee class) would proc a lot
> • 3% on encounters you'll proc the least out of these
> • orcus set, on mobs that melt easy I doubt you would see a huge difference. the difference in your hp and enemy hp would be negligible if you're one shotting mobs. where this would shine is on bosses or enemies with a lot more hp so there's more uptime.
>
> So I guess the real question is how were you 'testing' the changes. At a dummy? Running ACT to see difference in damage per attack? Or are you just running around attacking random mobs and 'feeling' your way through your testing?
>
> If you're hitting the necessary stats, the new gear is basically just item level. At the end of the day, if the +damage gear is only 1% more effective that still makes it better.
>
> I have shadowstalker 4, 2% dmg when 25' of enemy, terrored grips, +3% encounter dmg, protege hood, +5%dmg in UM, enduring boots, +3%dmg when stamina is over 75%, hags rags, +3% ranged dmg, ebonized raid ring, +3% ranged dmg. and i am going by avg lomm runs
That doesnt add up the way you describe.
And there are a great many playstyle variables (positioning, rotation, etc).
You say 'avg lomm runs'. Please link your ACT Data. That will tell the whole tale.
I am Took.
'Full plate and packing steel' in NW since 2013. - ah yes, the 'science is just a theory' way of thinking. good thing nobody has the actual job to prove anything to anyone here
- mebengalsfanPosts: 3,166MemberArc Useredited July 25
One question I didn't see asked; what was your power before swapping over to the damage % increase gear vs. using the damage gear? How much power did you lose?
I asked some questions, got some %dmg gear and tested it, gave my feedback. end of discussion.ah yes, the 'science is just a theory' way of thinking. Desinstalar advanced mac cleaner. good thing nobody has the actual job to prove anything to anyone here Extract dmg online. Foxit reader dmg.1 - Posts: 3,921Member, NW M9 PlaytestArc UserI just did an experiment on Preview, using the 'fixed damage' weapon.
The first setup was with 2 Spy guild rings, both with a R15 Radiant enchant (so +9600 Power in total). The other setup used 2 Ebonized restoration rings with a +3% to ranged attacks, but only a single offensive slot (so there was a drop of 4800 Power). The bottom line was that the +dmg% rings gave roughly an overall 5% DPS boost - that is, they really gave a 6% boost, but the drop in Power meant only 5% total DPS increase.
Still certainly worthwhile. With 2x Ebonized raid rings instead, I would have gotten the full 6% boost, as they have 2 offensive slots.1 - mebengalsfanPosts: 3,166MemberArc User
Actually it would be more than a 6% dmg boost as you would have an additional 4800 power. It would be closer to 6.1% increase.I just did an experiment on Preview, using the 'fixed damage' weapon.
The first setup was with 2 Spy guild rings, both with a R15 Radiant enchant (so +9600 Power in total). The other setup used 2 Ebonized restoration rings with a +3% to ranged attacks, but only a single offensive slot (so there was a drop of 4800 Power). The bottom line was that the +dmg% rings gave roughly an overall 5% DPS boost - that is, they really gave a 6% boost, but the drop in Power meant only 5% total DPS increase.
Still certainly worthwhile. With 2x Ebonized raid rings instead, I would have gotten the full 6% boost, as they have 2 offensive slots.2