Forums › English Language Forums › General › New Recruits

Search

Weakness/Resistance Damages...

5 replies [Last post]
Sun, 02/12/2012 - 06:39
Kleona

In reference specifically to dual-type weapons against monsters, How does the Weakness/Resistance to Special Damages system work?

Monsters can do two types of damage to knights(Normal and one Special)at once, so why can't we do two types of damage simultaineously to them? Why does one type of a dual-type damage weapon take precedence when attacking monsters that are Resistant to one type and ignore the other that it is either Neutral or Weak to? That just doesn't make sense to me... I realize having Monsters be susceptable to two types of damage without Resistance "override" programming involved, will make the Antigua/Argent line one of the best currently available, but what's the problem with that?

Sun, 02/12/2012 - 06:53
#1
Kalaina-Elderfall's picture
Kalaina-Elderfall
My impression is that the two

My impression is that the two types of damage are calculated independently, and it just comes out that resisted damage takes off more damage than effective damage adds. At any rate, one of the reasons people find these weapons poor is because of this, and that's why OOO is considering making them single-type (personally I'd prefer just a damage buff on them, but that's a different topic).

Sun, 02/12/2012 - 07:07
#2
Kleona
One assumes...

...that Weakness = something like a standard 1.5, whereas Resistance = .5. They had to program how dual damage to monsters would work, and obviously chose to tone down the effects of weapons like the Argent, which seems to me to be a poor decision at the time. Though the Jelly King being arguably the easiest T2 Boss and the Antigua being purchasable with Jelly Gems, I can understand such programming to keep newer players from getting hold of such a good weapon as the Silversix/Argent SHOULD BE, too early on...

And, personally, I conclude that the Weakness factor is simply ignored in the case of Argents versus Beast/Constructs...

Sun, 02/12/2012 - 07:24
#3
Halcyonsentry's picture
Halcyonsentry
Numbers!

If I'm not mistaken, the damage bonus for weakness is +25%, while the damage penalty for resistance is -75%.

A dual-type weapon does half of its damage as one type and half as the other. For example, say you're using an Argent Peacemaker against a Beast monster. Let's say the base damage is 200. It would deal 100 elemental damage, and 100 piercing damage.

Now, beasts are weak to piercing, so the piercing damage would go up to 125. However, beasts are resistant to elemental, so the elemental damage would go down to 25. So, in total, the damage would be 150, which is only 75% of the base damage.

It's not that resistance takes precedence over weakness - both weakness and resistance are applied. But since resistance takes away more damage than weakness adds, the net change in damage is negative.

Mon, 02/13/2012 - 04:47
#4
Kleona
@Halcyonsentry

The dual-damage system makes sense now... If that is the case, the Silversix and Argent really are stinky...

Vs.Slimes/Gremlins = 62.5%
Vs.Beasts/Constructs = 75%
Vs.Fiends/Undead = 112.5%

Even pure Piercing power against Fiends and pure Elemental power against Undeads is better... Why are there dual-type guns?

Mon, 02/13/2012 - 09:03
#5
Demonicsothe's picture
Demonicsothe
Obviously pure damage will do

Obviously pure damage will do more. There is a thread in arsenal, something to do with gunslinging, that proves Ap/sent does more damage than elemental/shadow guns, the alchemer ones, under a no miss condition, each fired shot only hitting one monster. If ap to elemental does go through, it will outdamage the alchemers, making them niche weapons to use in large groups.

Ap is actually great for vana, the mobility being the main reason. It is the most mobile of all piercing guns, even if vana body resists elemental.

Powered by Drupal, an open source content management system