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On 9/15/2018 at 9:08 AM, S e n t i m e n t a L said:
On 9/11/2018 at 11:37 AM, SweetSexyThing said:

i was torn between keeping it and discarding it but come to think of it, that's a pretty neat idea tho XD, also another thing . . .  is it really worth using  Stephen Jack Ernest Wolf Card while in frenzy mode? proc wise? i mean that +200 flee sure is amazing.

never tested before lol.. maybe you could let me know if you have 1 <img src=">

Here's my two cents . . .  the proc of this card (+200 flee) was pretty much the same with +16 WTH in terms of proc, so yeah its awsome, but the downside was @ frezy state/berserk state(LK card users), flee rate will be halved meaning your 450 + 200 (JE wolf card effect) will be reduced to 225 + 100 (JE wolf card effect) while on frenzy/ berserk so for me its awsome if you'll use it on normal state (non frenzy state) cause its like you're always on hallu walk but on frenzy state its kinda meh  for me,  and this is only advisable on hit-locking because of the proc of fire walk when mobbing results to cast delay, which is pretty much annoying.

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Hallo S e n t i m e n t a l and others,

 

i wanna ask ur opinions aboutJitterbug card set.

Pros:

Damage for neutral element monster very beautiful

HP regen per attack (2k per attack) when transform very useful too

 

Cons:

Use 3 slot of equip

Damage for non neutral element low

 

 My question is, is it good for maximizing GX? cause i find my self too dependent with Jitterbug HP regen and i afraid i cant find better and cheaper option to make my GX more survivable.

 

btw this my gear set up right now,

image.png.33a775e79776abdfb24545f9b2134ff9.png  

 

kindly hope ur feedback.

thanks.

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12 hours ago, Gagak said:

i wanna ask ur opinions aboutJitterbug card set

Well for me it's a good card. For gx, we have lack of slot for the head and mid gears. Therefore, there might be a lot of gear switching. If for me, I'll compound it in my mid gear. To maximize the power of the card. I will consider +16 wth + sunglasses[jitterbug] / monocle[jitterbug]. I can switch it back to gambler seal when needed. 

 

 

12 hours ago, Gagak said:

btw this my gear set up right now,

image.png.33a775e79776abdfb24545f9b2134ff9.png  

Basically, it looks fine for your current budget. But there are a lot of improvement can be made.

For example your weapon, you can use thana + sidewinder card for the double attack on katar. Battle surcoat you maybe switch to +9 faw full fatal, accessories to luminous blue stones, armor to sapha sharp 1 and 2, lower gear to spiked scarf.

Your hg maybe you can slowly upgrade if you're waiting for the biolab enchant. But for me i'll go for +16 wth or 2nd option is racing hat. If you think you still wanna commit on GX maybe you could consider to increase your budget getting a LK card and switching to DD DA Crit Build?

Oh please don't ask me Katar or DD build is better. Because it depends which you are convenient with and which styles you would prefer. Huawei or samsung? As long as it is GX, I'm fine with both builds to be honest. But if ask which build i prefer, I would say DD obviously.

Back to battle surcoat, it could be good if triple attack critical implement. I'm surprised,  it seems like limit ro has forget about it. If you wanna make use of it, try to remind lai about it. 

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3 hours ago, S e n t i m e n t a L said:

Thank for the sharing. You mean it will interfere the other skills such as back sliding and so on? 

yeah just like the annoyance you encounter when owl duke card procs >_<

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For some reason, the old page couldn't fit the full content. I have to separate into 2 part.
 

Contents

  1. Dual Dagger DA Critical Build
  2. Job Changing Guide(Beginners)
  3. Stats & Skills Build
  4. Consumables / Costume Equipment
    / Shadow Gears
  • Part 2 (Currently Viewing)
  1. HP/SP Recovery Potions
  2. Increase Weight Capacity
  3. Best Party Members
  4. Videos
  5. FAQs
  6. Future Potential Items
  7. Additional Topics : 
    1. Katar Critical Build
    2. Rolling Cutter Build
    3. Weapon Damage Calculation

 

 

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7 hours ago, S e n t i m e n t a L said:

How much is the card currently? Maybe I will buy and try

around 1b or 6-7 Vips

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Well recently, so many players are asking me about +16 19191.png Racing Cap(Guillotine Cross)[1] with Enchant vs +16 18856.png  White Drooping Eddga Hat  which is better and what should they invest? Ok, my best friend @Chester and I both sit down and talk about it. Also getting some opinion from different friend such as @Bibo , @willusion as well as @Akin.


Here are the results :-

  • +16 19191.png Racing Cap(Guillotine Cross)[1]  (Atk + 10 rer 2 refine rate. Increase attack speed (reduce delay after attack by 2%) per 3 refine rate. refine rate 8 or higher : Increase critical damage by 5% per level of Left Hand Mastery user learned. Refine rate 11 or higher : Has a chance to gain critical damage + 20% when dealing physical damage.) [Refine +12 to 16] [High Cost]
     - 2nd Slot29323.png Level 3 :  Increase physical damage by 5% to enemies of all sizes. When using [Enchant Deadly Poison] ATK + 50, CRI + 10 for 60 seconds. 
     - 3rd Slot  Stats + 4 : STR + 4 or AGI + 4 or LUK + 4
     - 4th Slot  Stats + 3 :  STR + 3 or AGI +3 or LUK +3
      Reference
    Sigma's Hugel Monster Racing
    [Overall : if refine level +16 and using EDP, +130 ATK and 5% All Size, + 25% Critical Damage, +5% ASPD and +7 STR /+7 AGI/ +7 LUK or Mixed and with 1 slot] 
  • gamblerseal.png Gambler's Seal (Crit +3 & Critical Damage +3%. Reduce damage taken from Arrow Storm & Gate of Hell. Every 10 base Luk Crit+1, Atk +2, Matk +2. When Base Luk is 108 or higher, Crit +5, Critical Damage +10%. When base Luk is 120 or higher, Crit +10, Critical Damage +17%, reduces damage taken from Arrow Storm and Gate of Hell by 30%. Every 10 Dex Base critical damage -2%.)  [Recommended] [High Cost]
    [Overall : Critical Damage 30%, Critical Rate 30, ATK 24, Assume Dex is 1] 
  • 18856.png  White Drooping Eddga Hat (STR +2, DEX +2. Increases damage inflicted on Brute monsters by 10%. When dealing or attacked by physical attacks, adds a chance to transform into king of tigers 'Eddga'. When transforming, drains 5 SP every sec but gain a brutal power for a while) [Refine +12 to 16] [Recommended][High Cost]
    [Refine +12 to +16 is recommended. Each refine increases both proc (transforming to eddga) and strength(25 Base Attack. If refine level +16 it is total 400 ATK but non slot] 
     

Equipment ATK = floor[((((Base Equip ATK x Elemental Multiplier) x ATK % Bonus x Size % Bonus x Race % Bonus x Element % Bonus) x Size % Reduction x Race % Reduction x Element % Reduction) x EDP Modifier]

Final Damage = floor[((Total ATK x Skill Damage Modifier x Skill % Bonus x Ranged % Bonus x Ranged % Reduction) x Hard DEF Multiplier - Soft DEF) x 1.4 x Crit % Bonus]

+16 19191.png Racing Cap(Guillotine Cross)[card.gif Lord Knight Card ] + gamblerseal.png Gambler's Seal
ATK  : 154 (130 + 24)
All Size : 5%
Critical Damage : 55% (1.55)
Assume Weapon Attack is 500
EDP Modifier = 4
Critical Damage = 1.4
Equipment ATK = [[(154) x 1.05] x EDP Modifier]
Equipment ATK = 646.8
Final Damage = [(500 +646.8)  x 1.4] x 1.55
Final Damage = 2488.56
================================
+16 18856.png  White Drooping Eddga Hat + 18874.png Monocle [card.gif Lord Knight Card ]
+16 refine level x 25(atk) = 400
Assume Weapon Attack is 500
EDP Modifier = 4
Critical Damage = 1.4
Equipment ATK = [(400) x EDP Modifier]
Equipment ATK = 1600
Final Damage = [(500 +1600) x 1.4]
Final Damage = 2940
================================
+1618856.png  White Drooping Eddga Hat  + gamblerseal.png Gambler's Seal
+16 refine level x 25(atk) = 424 (400 + 24)
Critical Damage : 30% (1.30)
Assume Weapon Attack is 500
EDP Modifier = 4
Critical Damage = 1.4
Equipment ATK = [(424) x  EDP Modifier]
Equipment ATK = 1696
Final Damage = [(500 + 1696) x 1.4 ] x 1.30
Final Damage = 3996.72

Reference :-
1. https://forums.warpportal.com/index.php?/topic/186118-r-inactive-damage-calculation-mechanics-wip/
2. https://irowiki.org/wiki/ATK

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On 11/2/2018 at 10:30 AM, S e n t i m e n t a L said:

Well recently, so many players are asking me about +16 19191.png Racing Cap(Guillotine Cross)[1] with Enchant vs +16 18856.png  White Drooping Eddga Hat  which is better and what should they invest? Ok, my best friend @Chester and I both sit down and talk about it. Also getting some opinion from different friend such as @Bibo , @willusion as well as @Akin.


Here are the results :-

  • +16 19191.png Racing Cap(Guillotine Cross)[1]  (Atk + 10 rer 2 refine rate. Increase attack speed (reduce delay after attack by 2%) per 3 refine rate. refine rate 8 or higher : Increase critical damage by 5% per level of Left Hand Mastery user learned. Refine rate 11 or higher : Has a chance to gain critical damage + 20% when dealing physical damage.) [Refine +12 to 16] [High Cost]
     - 2nd Slot29323.png Level 3 :  Increase physical damage by 5% to enemies of all sizes. When using [Enchant Deadly Poison] ATK + 50, CRI + 10 for 60 seconds. 
     - 3rd Slot  Stats + 4 : STR + 4 or AGI + 4 or LUK + 4
     - 4th Slot  Stats + 3 :  STR + 3 or AGI +3 or LUK +3
      Reference
    Sigma's Hugel Monster Racing
    [Overall : if refine level +16 and using EDP, +130 ATK and 5% All Size, + 25% Critical Damage, +5% ASPD and +7 STR /+7 AGI/ +7 LUK or Mixed and with 1 slot] 
  • gamblerseal.png Gambler's Seal (Crit +3 & Critical Damage +3%. Reduce damage taken from Arrow Storm & Gate of Hell. Every 10 base Luk Crit+1, Atk +2, Matk +2. When Base Luk is 108 or higher, Crit +5, Critical Damage +10%. When base Luk is 120 or higher, Crit +10, Critical Damage +17%, reduces damage taken from Arrow Storm and Gate of Hell by 30%. Every 10 Dex Base critical damage -2%.)  [Recommended] [High Cost]
    [Overall : Critical Damage 30%, Critical Rate 30, ATK 24, Assume Dex is 1] 
  • 18856.png  White Drooping Eddga Hat (STR +2, DEX +2. Increases damage inflicted on Brute monsters by 10%. When dealing or attacked by physical attacks, adds a chance to transform into king of tigers 'Eddga'. When transforming, drains 5 SP every sec but gain a brutal power for a while) [Refine +12 to 16] [Recommended][High Cost]
    [Refine +12 to +16 is recommended. Each refine increases both proc (transforming to eddga) and strength(25 Base Attack. If refine level +16 it is total 400 ATK but non slot] 
     

Equipment ATK = floor[((((Base Equip ATK x Elemental Multiplier) x ATK % Bonus x Size % Bonus x Race % Bonus x Element % Bonus) x Size % Reduction x Race % Reduction x Element % Reduction) x EDP Modifier]

Final Damage = floor[((Total ATK x Skill Damage Modifier x Skill % Bonus x Ranged % Bonus x Ranged % Reduction) x Hard DEF Multiplier - Soft DEF) x 1.4 x Crit % Bonus]

+16 19191.png Racing Cap(Guillotine Cross)[card.gif Lord Knight Card ] + gamblerseal.png Gambler's Seal
ATK  : 154 (130 + 24)
All Size : 5%
Critical Damage : 55% (1.55)
Assume Weapon Attack is 500
EDP Modifier = 4
Critical Damage = 1.4
Equipment ATK = [[(154) x 1.05] x EDP Modifier]
Equipment ATK = 646.8
Final Damage = [(500 +646.8)  x 1.4] x 1.55
Final Damage = 2488.56
================================
+16 18856.png  White Drooping Eddga Hat + 18874.png Monocle [card.gif Lord Knight Card ]
+16 refine level x 25(atk) = 400
Assume Weapon Attack is 500
EDP Modifier = 4
Critical Damage = 1.4
Equipment ATK = [(400) x EDP Modifier]
Equipment ATK = 1600
Final Damage = [(500 +1600) x 1.4]
Final Damage = 2940
================================
+1618856.png  White Drooping Eddga Hat  + gamblerseal.png Gambler's Seal
+16 refine level x 25(atk) = 424 (400 + 24)
Critical Damage : 30% (1.30)
Assume Weapon Attack is 500
EDP Modifier = 4
Critical Damage = 1.4
Equipment ATK = [(424) x  EDP Modifier]
Equipment ATK = 1696
Final Damage = [(500 + 1696) x 1.4 ] x 1.30
Final Damage = 3996.72

Reference :-
1. https://forums.warpportal.com/index.php?/topic/186118-r-inactive-damage-calculation-mechanics-wip/
2. https://irowiki.org/wiki/ATK

Wouldn’t it give more accurate results if you calculate the total damage over a time span, say over a minute so that we can include into the calculation the transformation rate of white eddga hat.

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5 hours ago, Lyssky said:

Wouldn’t it give more accurate results if you calculate the total damage over a time span, say over a minute so that we can include into the calculation the transformation rate of white eddga hat.

Lol I thought u have disappeared as well.

Well it's just a estimation calculation. And the potential highest damage. I'm not math expert so I never include the Variance.

You wanna help compute full calculation? I'll give u a credit for that.

I have already made a full calculation included weapon and end game equipment. But if you could help I would use yours. As I know you're math expert /heh

 

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On 11/4/2018 at 2:16 AM, Lyssky said:

a minute so that we can include into the calculation the transformation rate of white eddga hat

Oh.. i have got a plan.. to do this testing.. stay tune my post and video xDD /no1

 

On 11/4/2018 at 7:38 AM, S e n t i m e n t a L said:

I'm not math expert so I never include the Variance.

You wanna help compute full calculation? I'll give u a credit for that.

Bro.. interested to help this out? @Lyssky

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Well, to be honest I have little time these days, I can only make suggestions; 

Since both of the headgears have bonus activations;
Test for 1 min with max aspd (no need to take damage into account here) and calculate the duration in which the damage bonus activates. For doing this you need a counter and a stopwatch. Set the counter to countdown from 60 sec. and start the countdown as you start attacking. When the damage bonus activates, start the stopwatch and when deactivates stop it until the 60 sec. is done.
Do it like 5 times consecutively. Note the results (for ex. 16 sec of activation in 60 sec) and calculate the average.
 
Your damage calculation is fair. So only thing you are left to do is take into consideration the activated bonus.
 
If we assume 193 aspd as 7 hits per second(?) 
For both;
Activated Damage: A x 7hits x Activation duration
Deactivated Damage: B x 7hits x (60 - Activation duration)
Total Damage: Activated + Deactivated Damage
 
For racing cap activated damage adds 20% crit damage bonus
For WTH it adds 400 equipment atk
 
Hope this is right, 

Of course you’ll need a +11 racing cap for calculating the activated time :D

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On 11/5/2018 at 10:34 PM, Lyssky said:

Well, to be honest I have little time these days, I can only make suggestions; 

Since both of the headgears have bonus activations;
Test for 1 min with max aspd (no need to take damage into account here) and calculate the duration in which the damage bonus activates. For doing this you need a counter and a stopwatch. Set the counter to countdown from 60 sec. and start the countdown as you start attacking. When the damage bonus activates, start the stopwatch and when deactivates stop it until the 60 sec. is done.
Do it like 5 times consecutively. Note the results (for ex. 16 sec of activation in 60 sec) and calculate the average.
 
Your damage calculation is fair. So only thing you are left to do is take into consideration the activated bonus.
 
If we assume 193 aspd as 7 hits per second(?) 
For both;
Activated Damage: A x 7hits x Activation duration
Deactivated Damage: B x 7hits x (60 - Activation duration)
Total Damage: Activated + Deactivated Damage
 
For racing cap activated damage adds 20% crit damage bonus
For WTH it adds 400 equipment atk
 
Hope this is right, 

Of course you’ll need a +11 racing cap for calculating the activated time :D

/pif

lol fine i'll do it myself... advice if any calculation is not right.. stay tune.. take care

well thx for the advice i roughly got the idea how to do this.. i dun really have time to do it yet too... 

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On 10/29/2018 at 2:27 PM, S e n t i m e n t a L said:

Part 2 (Currently Viewing)

  1. HP/SP Recovery Potions
  2. Increase Weight Capacity
  3. Best Party Members
  4. Videos
  5. FAQs
  6. Future Potential Items
  7. Additional Topics : 
    1. Katar Critical Build
    2. Rolling Cutter Build
    3. Weapon Damage Calculation
    4. Hit Per Second(HPS) / Damage Per Second(DPS)
  8. What should I choose? 
    1. +1619191.pngRacing Cap(Guillotine Cross)[1]  or  +1618856.png White Drooping Eddga Hat 
    2. Coming Soon

Added New Topic

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+1619191.pngRacing Cap(Guillotine Cross)[1]  or  +1618856.png White Drooping Eddga Hat 

End Game Headgear  VS End Game Gear (Berserk Mode)

 

Conclusion
When come to the End Game Equipment for berserk mode, +16 19191.png Racing Cap(Guillotine Cross)[card.gif Lord Knight Card ] + gamblerseal.png Gambler's Seal has higher DPS which is 1 to 2 seconds compares to +16 18856.png  White Drooping Eddga Hat + 18874.png Monocle [card.gif Lord Knight Card ]. The equipment test is yet included the GX Enchant. When without berserk, currently +16 18856.png  White Drooping Eddga Hat + 18874.png Monocle [card.gif Lord Knight Card ] has higher DPS. <<<Rolling Cutter>>> test will be included in the coming videos.

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On 12/13/2018 at 12:47 AM, Lyssky said:

Super!

So a slotted wth with gamblers seal will be beast

Yea.. Well i'm gonna wait for that. We already have that in our database actually. I just wonder when Lai and Yuuki gonna release that. Hopefully with a reasonable upgrade from our existing HG. 

https://www.limitro.com/item/view/?id=5497

19169.png Tiger King doll hat[1] #19169
A hat with a hat, a cigarette, and a tiger. It is also part of the expression 'very old days'.
STR + 2, DEX + 2.
10% additional damage to enemies.
Physical attack or physical attack is rarely the tiger king 'Edgar' is Bing. In ice, you lose 5 SPs per second, but temporarily gain the power of beast. The probability of transformation and the power of beasts increase according to degree of smell.
Category: Helm Defense: 6
Location: Top Weight: 40
Requires Level: 99
Installation: Except for Novice

 

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