Post by Cinderella on Feb 12, 2014 3:46:50 GMT
I don't know if anyone have already read this. But I learned so much from it. Credits to the maker of this guide from iRo Wiki / Rarero. Maybe this guide can give knowledge to some newbies including me
Basics
Hmm. Basics, basics, basics. When you think of the basics, think of Kindergarten or Elementary School. What you will need to possess is basic arithmetic - Addition, Subtraction and Multiplication.
Now, let's begin.
Priority
Cards will always take priority in the game script, so whatever card you use will trump the natural properties of whatever it is compounded on.
For example, Ghostring card and Lucius's Fierce Armor of Volcano. The armor will not become some ghost/fire hybrid. The card will take priority and the armor will be Ghost property and not fire.
Order of stacking
The order in which cards are placed will also affect their hierarchy/priority.
For example: Placing an Incantation Samurai Card (DEF = 0) THEN a Thanatos Card (((SOFT DEF + HARD DEF) / 100) = MODIFIER)
The client first take a look at what cards is placed first. So it sees Incantation Samurai and puts it into play the cards effect thereby making your opponent's DEF = 0. Now after the client has done that it THEN checks the next card which in this case is Thanatos. Thanatos increases damage based on DEF, as DEF is now 0, Thanatos also increases your damage by 0. Thus rendering it useless.
The same is true vice versa, if Thanatos goes first, then Incantation will have no effect. Looking at those examples it is quite easy to see how putting both cards on the same weapon would be a waste.
Weapon Cards
+% Damage Modifiers
Let's say I have a weapon with 1 Slot and it has a base attack of 50. I also have 50 Stat ATK (Note: Stat ATK or MATK is the ATK / MATK you get for putting points into stats such as (STR/DEX/LUK/INT).
So, doing the math I have 50 (weapon attack value) + 50 (stat attack value) = 100 Total Attack
Easy right?
Now let's add in some cards...
a) Hydra Card
For all you lil kiddies out there who don't know what Hydra Card does. It gives an added 20% damage to demi-human characters in game which include fellow players.
So we slot that bad boy into our weapon with the 100 Total Attack.
Let's do the math again. <3 Base Attack + % modifiers = Total Attack Damage; 100 x 120% (or 1.2) = 120 Total Attack!
For all those people who say "Hydra is 20% so why did you multiply by 1.2 you noobzor?!11ONE" Please do remember if you only multiply by 0.2 you shall get an answer of "20" which is the added damage. BUT. If you already factor in the "1" as the base value you will automatically add the "20" to the final computation and omit the added addition operation at the end thus "120 or final value" not "100 + 20 or base value + computed value".
So great! You have successfully learned how to compute the total damage you deal after factoring in a card modification.
LET'S KICK IT UP A NOTCH!
Now let's do two of the same cards. For this example we have two Hydra Cards. So for all you eager beavers out there that's 1(base) + 0.2 + 0.2 = 1.4 modifier or in an easier to understand setting that's 40% more damage.
Let's pull up that bad ass weapon and status attack of mine again. That's 100 right? Right! Cool. So we do the math. First we figure out the modifiers and add them. Two Hydra Cards = 1 + 0.2 + 0.2 = 1.4. Now let's mash that up with the 100 total attack value that we have. 100 x 1.4 = 140!
3 Hydras = 0.2 + 0.2 + 0.2 = 0.6 Total Attack Damage = 1.6 x 100 = 160
4 Hydras = 0.2 + 0.2 + 0.2 + 0.2 = 0.8 Total Attack Damage = 1.8 x 100 = 180
b) Skeleton Worker Card
Skeleton Worker Cards give 15% increased damage to Medium sized monsters (Players are Medium) and a nifty +5 ATK. So with 1 Skeleton Worker;
100 (base attack value) + 5 (Skeleton Worker Card ATK value) = 105 Total Attack Value. Now we do the math and multiply it by its modifier which is 1.15 since 15%. 105 x 1.15 = 120.75 Total Damage. Woot!
Now let's do it with two Skeleton Worker Cards. 100 (base attack value) + 10 (two skeleton worker card values) = 110 Total Attack Value. So that turns into. 110 x 1.3 = 143 Total Damage. Cool right?
With smaller numbers, Skeleton Worker looks to be better than Hydra. But when working with ATK values over 1000, % cards start playing a much bigger role. Would you rather have 5% of 1000 (which is 50) or 5 extra ATK from Skeleton Worker?
Well seeing as that's all there is to basic modifier cards I'll move onto the more advanced stuff.
The Modifier Types
So all damage modifiers can be split into the 4 categories. These are:
Race - Demihuman, Angel, Demon etc. Element - Earth, Fire, Wind etc. Size - Small, Medium, Large Boss / Non Boss - Minibosses, MVPs
If they are the same TYPE or the same card, then ADD them together.
Example: Two Hydra Cards (20% to demihuman) 20% + 20% = +40% damage
Now, if they are DIFFERENT, they MULTIPLY.
Example: Hydra card plus Skeleton Worker Card. 20% x 15% = +38% damage
The correct way to multiply is this equation 1.2 * 1.15. (100% is your base damage, 20% is the increase. 120% also = 1.2)
Further examples:
Turtle General / Hydra / Hydra / Skeleton Worker = 1.2 * 1.4 * 1.15 = 1.932 = 193.2% increased damage
Comparisons:
Hydra / Hydra / Skel W / Skel W = 1.4 * 1.3 = 1.82 = 182% increase damage Hydra / Hydra / Hydra / Skel W = 1.6 * 1.15 = 1.84 = 184% increase damage Hydra / Hydra / Hydra / Hydra = 1.8 = 180% increase damage Hydra / Hydra / Hydra / TGen = 1.6 * 1.2 = 1.92 = 192% increase damage Hydra / Hydra / TGen / TGen = 1.4 * 1.4 = 1.96 = 196% increase damage
Skill Based Modifiers
For skill related modifiers like say. Sword Guardian we simply just follow the usual rules. Here I'll do the card combination for the best "Pure Damage Card Set" for Bowling Bash as well as the formula. I won't give out the ones with Thana/Inca/Status Cards though. You got to think for yourself.
Sword Guardian Card = 1.25% Increase in Bowling Bash Skill Hydra Card = 1.20% Increase against Demi-Human. Turtle General Card = 1.20% Increase against Demi-Human. Base Attack of 100.
2 Sword Guardian + 1 Hydra + 1 Turtle General = 1.5 x 1.2 x 1.2 = 2.16 Final Modifier. Base Attack of 100 to be increased by 2.16 Modifier then increased by 500% x 2 hits due to Skill "Bowling Bash". 100 x 2.16 = 216 Final Raw Damage. 216 x 500% = 1080 Final Raw Skill Damage. 1080 x 2 (Hits) = 2160 Final Damage.
Status Effect Cards
Status Cards are cards that inflict status effects on targets. These include Stun, Freeze, Poison, Curse, Blind, Silence, Freeze, External Bleeding etc.
Status Cards and the concept behind them is fairly easy to grasp. The math is pretty easy too. No multiplication and all that crap. Just pure old addition. Do take note though that most Status Cards only stack up to the third card, but not a fourth one.
Example:
Marina Card inflicts Freeze with 5% chance. 4 Marinas still = 15%, as the last card is ignored. It does not add up to 20%. So you're better off using another card such as Stormy Knight for freeze or Metaller for silence. So that's 15% chance to freeze and 5% chance to silence. Hot. <3
Now if we take a high end MVP card like Stormy Knight (20% Chance to freeze upon physical damage be it ranged or melee) and add in a couple of Marina Cards (3 of em to be exact) we just add them in a linear fashion since status cards are not fussy like modifier cards.
1 Stormy Knight (20%) + 3 Marina (15%) 20% + 15% = 35% . Now 3 Stormy Knight + 1 Marina. 60% + 5% = 65%. Easy. Totally, easy.
That's kinda it for Status Cards.
Dual Wield
Some of you might be wondering - What about Assassin Crosses and the fact that they can wield TWO weapons?
Simply put, left hand cards carry over to right hand. So whatever cards you have on your left hand counts towards your total damage output and also whatever status effect you're carrying. That's why your right hand seems to do a ton of damage while your left hand is gimped beyond reason. All the modifiers are pushed towards your right hand and the left hand is only there for some added bonus damage via another normal hit.
Tip: Valkyrie Randgris and Golem Cards protects both right and left hand weapons from breaking.
I hope this tips can help you in your journey here at LutieRo Soon
Credits to iRO Wiki.
Basics
Hmm. Basics, basics, basics. When you think of the basics, think of Kindergarten or Elementary School. What you will need to possess is basic arithmetic - Addition, Subtraction and Multiplication.
Now, let's begin.
Priority
Cards will always take priority in the game script, so whatever card you use will trump the natural properties of whatever it is compounded on.
For example, Ghostring card and Lucius's Fierce Armor of Volcano. The armor will not become some ghost/fire hybrid. The card will take priority and the armor will be Ghost property and not fire.
Order of stacking
The order in which cards are placed will also affect their hierarchy/priority.
For example: Placing an Incantation Samurai Card (DEF = 0) THEN a Thanatos Card (((SOFT DEF + HARD DEF) / 100) = MODIFIER)
The client first take a look at what cards is placed first. So it sees Incantation Samurai and puts it into play the cards effect thereby making your opponent's DEF = 0. Now after the client has done that it THEN checks the next card which in this case is Thanatos. Thanatos increases damage based on DEF, as DEF is now 0, Thanatos also increases your damage by 0. Thus rendering it useless.
The same is true vice versa, if Thanatos goes first, then Incantation will have no effect. Looking at those examples it is quite easy to see how putting both cards on the same weapon would be a waste.
Weapon Cards
+% Damage Modifiers
Let's say I have a weapon with 1 Slot and it has a base attack of 50. I also have 50 Stat ATK (Note: Stat ATK or MATK is the ATK / MATK you get for putting points into stats such as (STR/DEX/LUK/INT).
So, doing the math I have 50 (weapon attack value) + 50 (stat attack value) = 100 Total Attack
Easy right?
Now let's add in some cards...
a) Hydra Card
For all you lil kiddies out there who don't know what Hydra Card does. It gives an added 20% damage to demi-human characters in game which include fellow players.
So we slot that bad boy into our weapon with the 100 Total Attack.
Let's do the math again. <3 Base Attack + % modifiers = Total Attack Damage; 100 x 120% (or 1.2) = 120 Total Attack!
For all those people who say "Hydra is 20% so why did you multiply by 1.2 you noobzor?!11ONE" Please do remember if you only multiply by 0.2 you shall get an answer of "20" which is the added damage. BUT. If you already factor in the "1" as the base value you will automatically add the "20" to the final computation and omit the added addition operation at the end thus "120 or final value" not "100 + 20 or base value + computed value".
So great! You have successfully learned how to compute the total damage you deal after factoring in a card modification.
LET'S KICK IT UP A NOTCH!
Now let's do two of the same cards. For this example we have two Hydra Cards. So for all you eager beavers out there that's 1(base) + 0.2 + 0.2 = 1.4 modifier or in an easier to understand setting that's 40% more damage.
Let's pull up that bad ass weapon and status attack of mine again. That's 100 right? Right! Cool. So we do the math. First we figure out the modifiers and add them. Two Hydra Cards = 1 + 0.2 + 0.2 = 1.4. Now let's mash that up with the 100 total attack value that we have. 100 x 1.4 = 140!
3 Hydras = 0.2 + 0.2 + 0.2 = 0.6 Total Attack Damage = 1.6 x 100 = 160
4 Hydras = 0.2 + 0.2 + 0.2 + 0.2 = 0.8 Total Attack Damage = 1.8 x 100 = 180
b) Skeleton Worker Card
Skeleton Worker Cards give 15% increased damage to Medium sized monsters (Players are Medium) and a nifty +5 ATK. So with 1 Skeleton Worker;
100 (base attack value) + 5 (Skeleton Worker Card ATK value) = 105 Total Attack Value. Now we do the math and multiply it by its modifier which is 1.15 since 15%. 105 x 1.15 = 120.75 Total Damage. Woot!
Now let's do it with two Skeleton Worker Cards. 100 (base attack value) + 10 (two skeleton worker card values) = 110 Total Attack Value. So that turns into. 110 x 1.3 = 143 Total Damage. Cool right?
With smaller numbers, Skeleton Worker looks to be better than Hydra. But when working with ATK values over 1000, % cards start playing a much bigger role. Would you rather have 5% of 1000 (which is 50) or 5 extra ATK from Skeleton Worker?
Well seeing as that's all there is to basic modifier cards I'll move onto the more advanced stuff.
The Modifier Types
So all damage modifiers can be split into the 4 categories. These are:
Race - Demihuman, Angel, Demon etc. Element - Earth, Fire, Wind etc. Size - Small, Medium, Large Boss / Non Boss - Minibosses, MVPs
If they are the same TYPE or the same card, then ADD them together.
Example: Two Hydra Cards (20% to demihuman) 20% + 20% = +40% damage
Now, if they are DIFFERENT, they MULTIPLY.
Example: Hydra card plus Skeleton Worker Card. 20% x 15% = +38% damage
The correct way to multiply is this equation 1.2 * 1.15. (100% is your base damage, 20% is the increase. 120% also = 1.2)
Further examples:
Turtle General / Hydra / Hydra / Skeleton Worker = 1.2 * 1.4 * 1.15 = 1.932 = 193.2% increased damage
Comparisons:
Hydra / Hydra / Skel W / Skel W = 1.4 * 1.3 = 1.82 = 182% increase damage Hydra / Hydra / Hydra / Skel W = 1.6 * 1.15 = 1.84 = 184% increase damage Hydra / Hydra / Hydra / Hydra = 1.8 = 180% increase damage Hydra / Hydra / Hydra / TGen = 1.6 * 1.2 = 1.92 = 192% increase damage Hydra / Hydra / TGen / TGen = 1.4 * 1.4 = 1.96 = 196% increase damage
Skill Based Modifiers
For skill related modifiers like say. Sword Guardian we simply just follow the usual rules. Here I'll do the card combination for the best "Pure Damage Card Set" for Bowling Bash as well as the formula. I won't give out the ones with Thana/Inca/Status Cards though. You got to think for yourself.
Sword Guardian Card = 1.25% Increase in Bowling Bash Skill Hydra Card = 1.20% Increase against Demi-Human. Turtle General Card = 1.20% Increase against Demi-Human. Base Attack of 100.
2 Sword Guardian + 1 Hydra + 1 Turtle General = 1.5 x 1.2 x 1.2 = 2.16 Final Modifier. Base Attack of 100 to be increased by 2.16 Modifier then increased by 500% x 2 hits due to Skill "Bowling Bash". 100 x 2.16 = 216 Final Raw Damage. 216 x 500% = 1080 Final Raw Skill Damage. 1080 x 2 (Hits) = 2160 Final Damage.
Status Effect Cards
Status Cards are cards that inflict status effects on targets. These include Stun, Freeze, Poison, Curse, Blind, Silence, Freeze, External Bleeding etc.
Status Cards and the concept behind them is fairly easy to grasp. The math is pretty easy too. No multiplication and all that crap. Just pure old addition. Do take note though that most Status Cards only stack up to the third card, but not a fourth one.
Example:
Marina Card inflicts Freeze with 5% chance. 4 Marinas still = 15%, as the last card is ignored. It does not add up to 20%. So you're better off using another card such as Stormy Knight for freeze or Metaller for silence. So that's 15% chance to freeze and 5% chance to silence. Hot. <3
Now if we take a high end MVP card like Stormy Knight (20% Chance to freeze upon physical damage be it ranged or melee) and add in a couple of Marina Cards (3 of em to be exact) we just add them in a linear fashion since status cards are not fussy like modifier cards.
1 Stormy Knight (20%) + 3 Marina (15%) 20% + 15% = 35% . Now 3 Stormy Knight + 1 Marina. 60% + 5% = 65%. Easy. Totally, easy.
That's kinda it for Status Cards.
Dual Wield
Some of you might be wondering - What about Assassin Crosses and the fact that they can wield TWO weapons?
Simply put, left hand cards carry over to right hand. So whatever cards you have on your left hand counts towards your total damage output and also whatever status effect you're carrying. That's why your right hand seems to do a ton of damage while your left hand is gimped beyond reason. All the modifiers are pushed towards your right hand and the left hand is only there for some added bonus damage via another normal hit.
Tip: Valkyrie Randgris and Golem Cards protects both right and left hand weapons from breaking.
I hope this tips can help you in your journey here at LutieRo Soon
Credits to iRO Wiki.