Serious Question, would you consider Arisha a Physical Charactor or a Magical One; after all she does so much more damage with her mana-blade; but she is also in close combat most of the time; with-in my experiance. I've only just about reached Lv70 now, but I guess the focus is cool for teleporting, but as a weapon its only good for trashmobs now I think. Your thoughts would be appreciated. BB.
Well i check the dmg diff on my lethor and dmg diff is like %2.7 at 191 ADD and i checked alr too each alr gives %0.0086667 dmg which 1k alr(att surplus) gives %8,6667 dmg up and ADD gives %0,014375 dmg up. I mean ofc there is huge diff 6400 ADD and 0 ADD but its not %303 its %92 for my formula its 11 ADD = 15 alr
@@mustafacancilgasit4005 Ok, I don't understand what leads you to believe that, and trying to work backwards on your numbers didn't give me any hints. Instead, how about I give you some samples of how Additional Damage is applied? For all four of these examples, Cesar is the target in question. He has a DEF value of 29,000. This means to cap him, you need 39,000 ATT/M.ATT. Additionally, the ATT value of the character is 50,000 in all four examples (this is just to handily exceed the cap for when using ATT Surplus). For the first example, the character will have 0 Additional Damage, and 0 ATT Surplus. For the second example, the character will have 6400 Additional Damage, and 0 ATT Surplus. For the third example, the character will have 0 Additional Damage and 5570 ATT Surplus. For the fourth example, the character will have 6400 Additional Damage and 5570 ATT Surplus. Example 1: This one is just to show the baseline with none of the big boosters. Per the ATT Formula (which is a nightmare not covered in this video for good reason), you get an Effective ATT value of 12,949. Effective ATT is my own term, for lack of an existing one. There is a complicated function that compares your ATT to the enemies DEF, and returns the value that actually dictates your damage. When capping Cesar without ATT Surplus, this value is 12,949. Final ATT Sum: 12,949 + 0 = 12,949 Example 2: Without ATT Surplus, our Effective ATT is the same as last time, 12,949. Calculating the multiplier for Additional Damage based on ATT vs enemy DEF, we get 6.25 here. 6400 x 6.25 = 40,000 Final ATT Sum: 12,949 + 40,000 = 52,949 (AD contributes 75.5% of this sum) Example 3: This time our cap for the battle is 44,570 ATT, due to the 5570 ATT Surplus (39,000 + 5570). This raises our Effective ATT to 17,603. If you are eagle-eyed, you might notice that is only 4654 higher than before, despite having 5570 ALR. This is part of why I say this function is a nightmare; I only mention it to assure it is not a math error. Final ATT Sum: 17,603 + 0 = 17,603 Example 4: Like in Example 3, our Effective ATT is 17,603. This time, when calculating the multiplier for Additional Damage, we get 8.571 due to the ATT Surplus and our ability to fully utilize it. 6400 x 8.571 = 54,854 (rounding down) Final ATT Sum: 17,603 + 54,854 = 72,457 (AD contributes 75.7% of this sum) -- As you can see, while ATT Surplus was significant (it raised our damage by around 36%), Additional Damage was vastly more impactful on our final damage. In Example 4, it increased our damage by 311.6%! This is why Additional Damage is considered to be the most important stat, and part of why many players choose to continue using lower level equipment that they have already maxed out. The other part is the cost of ATT Surplus, but that's a separate discussion.
@@ShippuuSomeNumbers i did try lethor's counter without debuff and just try 20 hit at claire and cf balance all capped so this results with 6344 ADD 1364 ATT surplus applied 31,838-31,838-32,671-32,338-32,338-32,671-33,004-33,177-61,759-62,734-62,734-63,780-63,338-63,709-63,709-64,004-64,338-64,634-64,868-64,834 and these with 6535 ADD 1364 ATT surplus applied 32.744-32.744-32.785-32.914-33.085-33.085-33.265-33.937-33.937-34.108-64.188-64.519-64.888-64.808-65.149-65.181-65.303-65.630-65.854-66.178 so i got 95 balance which is reduce the cap between numbers and its makes easy to calculate so i calculate those numbers and its gives %2,7dmg diff and the only difference is 191 ADD i mean i didnt look at the dmg up i just look at dmg diff so which makes the same thing
@@mustafacancilgasit4005 You are missing the point I think. There is an easier way to "prove" if Additional Damage is meaningful or not. Find some gear that you ATT cap a low level battle in, and hit something. Then wear your gear with lots of Additional Damage and hit something. The damage difference is going to be so big that it will immediately be apparent that it is not from being a Critical Hit or a lucky Balance roll. You are finding a small percent difference because with 6344 AD your final damage sum is already quite big (56,538), and adding another 1302 to that doesn't show up as much when looking at it as a percentage.
This video should be required viewing for everyone who enjoys min/maxing their Vindictus characters' stats. Well done, LegendarmaTV! :D
Very nice video! Thank you
Please update your farming guide for current update. Great video as always. Cheers!
Serious Question, would you consider Arisha a Physical Charactor or a Magical One; after all she does so much more damage with her mana-blade; but she is also in close combat most of the time; with-in my experiance. I've only just about reached Lv70 now, but I guess the focus is cool for teleporting, but as a weapon its only good for trashmobs now I think. Your thoughts would be appreciated. BB.
how ad work? this is my 50206 att and ad is 6400. does it go by multiply or what? and how much extra damage for AD? pls help.
He said that ADD Dmg is kinda like a multiplier
I think u wrong about ADD its not much big of a deal like that
and i can prove if u want
0 ADD vs 6400 ADD is 303% damage increase. How x4 damage boost is no big deal?
Well i check the dmg diff on my lethor and dmg diff is like %2.7 at 191 ADD and i checked alr too each alr gives %0.0086667 dmg which 1k alr(att surplus) gives %8,6667 dmg up and ADD gives %0,014375 dmg up. I mean ofc there is huge diff 6400 ADD and 0 ADD but its not %303 its %92 for my formula its 11 ADD = 15 alr
@@mustafacancilgasit4005 Ok, I don't understand what leads you to believe that, and trying to work backwards on your numbers didn't give me any hints. Instead, how about I give you some samples of how Additional Damage is applied?
For all four of these examples, Cesar is the target in question. He has a DEF value of 29,000. This means to cap him, you need 39,000 ATT/M.ATT. Additionally, the ATT value of the character is 50,000 in all four examples (this is just to handily exceed the cap for when using ATT Surplus).
For the first example, the character will have 0 Additional Damage, and 0 ATT Surplus.
For the second example, the character will have 6400 Additional Damage, and 0 ATT Surplus.
For the third example, the character will have 0 Additional Damage and 5570 ATT Surplus.
For the fourth example, the character will have 6400 Additional Damage and 5570 ATT Surplus.
Example 1:
This one is just to show the baseline with none of the big boosters. Per the ATT Formula (which is a nightmare not covered in this video for good reason), you get an Effective ATT value of 12,949.
Effective ATT is my own term, for lack of an existing one. There is a complicated function that compares your ATT to the enemies DEF, and returns the value that actually dictates your damage. When capping Cesar without ATT Surplus, this value is 12,949.
Final ATT Sum: 12,949 + 0 = 12,949
Example 2:
Without ATT Surplus, our Effective ATT is the same as last time, 12,949. Calculating the multiplier for Additional Damage based on ATT vs enemy DEF, we get 6.25 here.
6400 x 6.25 = 40,000
Final ATT Sum: 12,949 + 40,000 = 52,949 (AD contributes 75.5% of this sum)
Example 3:
This time our cap for the battle is 44,570 ATT, due to the 5570 ATT Surplus (39,000 + 5570). This raises our Effective ATT to 17,603. If you are eagle-eyed, you might notice that is only 4654 higher than before, despite having 5570 ALR. This is part of why I say this function is a nightmare; I only mention it to assure it is not a math error.
Final ATT Sum: 17,603 + 0 = 17,603
Example 4:
Like in Example 3, our Effective ATT is 17,603. This time, when calculating the multiplier for Additional Damage, we get 8.571 due to the ATT Surplus and our ability to fully utilize it.
6400 x 8.571 = 54,854 (rounding down)
Final ATT Sum: 17,603 + 54,854 = 72,457 (AD contributes 75.7% of this sum)
--
As you can see, while ATT Surplus was significant (it raised our damage by around 36%), Additional Damage was vastly more impactful on our final damage. In Example 4, it increased our damage by 311.6%!
This is why Additional Damage is considered to be the most important stat, and part of why many players choose to continue using lower level equipment that they have already maxed out. The other part is the cost of ATT Surplus, but that's a separate discussion.
@@ShippuuSomeNumbers i did try lethor's counter without debuff and just try 20 hit at claire and cf balance all capped so
this results with 6344 ADD 1364 ATT surplus applied
31,838-31,838-32,671-32,338-32,338-32,671-33,004-33,177-61,759-62,734-62,734-63,780-63,338-63,709-63,709-64,004-64,338-64,634-64,868-64,834
and these with 6535 ADD 1364 ATT surplus applied
32.744-32.744-32.785-32.914-33.085-33.085-33.265-33.937-33.937-34.108-64.188-64.519-64.888-64.808-65.149-65.181-65.303-65.630-65.854-66.178
so i got 95 balance which is reduce the cap between numbers and its makes easy to calculate so i calculate those numbers and its gives %2,7dmg diff and the only difference is 191 ADD i mean i didnt look at the dmg up i just look at dmg diff so which makes the same thing
@@mustafacancilgasit4005 You are missing the point I think. There is an easier way to "prove" if Additional Damage is meaningful or not.
Find some gear that you ATT cap a low level battle in, and hit something. Then wear your gear with lots of Additional Damage and hit something. The damage difference is going to be so big that it will immediately be apparent that it is not from being a Critical Hit or a lucky Balance roll.
You are finding a small percent difference because with 6344 AD your final damage sum is already quite big (56,538), and adding another 1302 to that doesn't show up as much when looking at it as a percentage.