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 Post subject:
PostPosted: Sat Dec 30, 2006 11:55 pm 
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Partyataztec wrote:
str is about physical aspect. The higher, the better your crits, physical resistance, physical damge, life span.

int is about magical aspect. The higher, the better your magic attack, magical resistance, and mana span.

since magic is SOoooo strong. many decided to go for pure int, one hit KO, (if).

another hint*

if u saw someone with garments, he's more to str
if u saw someone with armors, he's more to int
(doesnt apply to everyone, only lvl 30 over, experiance acknowledge)


Dude you're a dumbass who knows nothing bout this game. I've read a few of your posts and they always give people incorrect information. Stop thinkin you know something, most INTs wear garments too. It is just what people want there is no "all ints wear _____" or "all str wear ____" so please, shut the **** up.


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PostPosted: Sun Dec 31, 2006 12:30 am 
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This info really helped alot with figuring out the attack power, but could you explain how this works for physicle defence and magicle defence to? Thanks.

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 Post subject:
PostPosted: Sun Dec 31, 2006 12:37 am 
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but what about armor garmet prot stuff? dont tell me that those affect damage.


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 Post subject:
PostPosted: Sun Dec 31, 2006 1:00 am 
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Jay wrote:
This info really helped alot with figuring out the attack power, but could you explain how this works for physicle defence and magicle defence to? Thanks.


Phy/Mag reinforce for defence works the same. The def bonus = equip reinforce * Str (or Int)

Full str armor will have extremly high phy def because of high phy reinforce.
Same with full int garment because of high mag reinforce.
Full str wield Blade/Glaive.
Full int wield Sword/Spear.
Hybrid wield ???, but wear protector

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Last edited by NuclearSilo on Sun Dec 31, 2006 1:14 am, edited 1 time in total.

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PostPosted: Sun Dec 31, 2006 1:07 am 
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Old news.

This was discussed months ago here and at the Tavern. Here's the thread with the equations (also has the equation for calculating balance):
http://www.silkroadforums.com/viewtopic ... highlight=

The formulas are:
Mag. Atk = Mag. attack power + (Int stat * Mag. Reinforce)
Phy. Atk = [Phy. attack power + (Str stat * Phy. Reinforce)] * [1 + weapon mastery/100]

I tried to get the calculations to work for defensive reinforce, but never succeeded - but I'm still pretty sure it works in much the same way offensive reinforce works. Reinforce doesn't effect durability, nor does it mean that your weapons attack power will increase relatively more with a successful "+".

As a general rule of thumb, the mag. attack power of a weapon is where 2/3 of your Mag. Atk comes from, and the reinforce is where the other 1/3 comes from. As a pure int build almost at Lv74, I've tested this since the 40s and its held true. Not sure about str builds, but I would assume its roughly the same.


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PostPosted: Sun Dec 31, 2006 10:59 am 
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ok, thanks for that, but can someoen explain the formula for the phy attack like you said you had to add the % of your wepon skill into it, but where would you put that? Thanks.

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PostPosted: Sun Dec 31, 2006 3:18 pm 
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so what about attack rating??? :? its not in the formula?

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PostPosted: Sun Dec 31, 2006 3:38 pm 
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Thanks for clearing this up :D

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 Post subject:
PostPosted: Sun Dec 31, 2006 3:45 pm 
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sloth24 wrote:
so what about attack rating??? :? its not in the formula?

that just determines how hard you will hit
(ex if your phy atack is 1600-2000) a higher atack ratio would determine a hit closer to 2000, low atack ratio would say more to the 1600.

namean?


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PostPosted: Fri Jan 12, 2007 8:07 am 
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The formula is correct.

Lets do the calculation based on those picutes that where posted.

(127*112.6%) = 143
143 + 461 = 604

604 x 155% (his weapon mastery) = 936.2


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 Post subject:
PostPosted: Fri Jan 12, 2007 8:46 am 
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:!: *Question* :!:

Just an example,

What if a person has earrings/rings/ and neckless with full blues like Freezing 1% reduce, Zombie hr 15% reduce, and poisoning hr reduce, etc but the person is say level 40 and the accessory item levels are 10, Do the accessories and the blues them selves do any good :?:

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 Post subject:
PostPosted: Fri Jan 12, 2007 9:15 am 
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okay, i've tested this out w/ my lvl 72+3 blade (srry no screenies, but u can also do a quick easy test too) w/ phy.attk of 703-799 (+22%)

& srry i got no complicated equations to present, but it's all based on observation & experiment & u can do the experiment too if u like

i started off w/ +0% phy.reinforce, & when it was equipped to my char, my char's phy. attk was 1986-xxxx

i got a warrior stone off destroying some drops & thought heck, i should finally test wtf phy.reinforce is all about, so i used it on my blade & lucky me phy.reinforce went from 0% to 61% & also lucky me nothing else got attribute assimilated (lol, the stone had 35% att ass, XD). i look at the phy.attk of the blade & it's still the same 703-799 (+22%)

BUT THEN

I equip it on my char & look at my char's phy.attk & it is now 2009-xxxx

so in conclusion phy.reinforce on weapon may not change the weapon's visual phy.attk but when equipped it does give ur char some boost in ur char's phy.attk (20 or so may not b a lot, but at the caps any little dmg helps, XD), i got no fancy equation/theories since i dont like to think that hard

SO

i'm thinking phy/mag. reinforce on equips must also give char's higher def when they equip it too, since if u really add up all the equip's def & the blues it has & the str/int u added as u lvl up & passives, ur def. may b a little bit higher than wat the total comes to

i dont know if they affect durability's rate of going down though

from observation my equipment's durability usually goes down fast when the mobs i grind on attk at a greater rate or gets to land hits on me every so often, other than that i kill them b4 they hit me much, it's just my weapon's durability that's gonna suffer

Example:
moles/yachals for instance brings my durability down way fast, while now niya/bone guards niya bow/hunter rarely bring it down to when i was still at caves w/ moles/yachals, (i still have the same equipment on except blade/shield, 2 poor & a waste to get the middle set of equip when wat i have is already pimped)

HOPE MY OBSERVATIONS MAY BRING SOME LIGHT TO THIS TOPIC


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 Post subject:
PostPosted: Fri Jan 12, 2007 9:18 am 
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so just dont pimp that phy/mag.attk plus %, but also pimp that weapon's phy/mag.reinforce plus %, ^^


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 Post subject:
PostPosted: Fri Jan 12, 2007 10:31 am 
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Blackchocob0 wrote:
Lol why? Cos 0% might possibly be better than 100%? :)


LOL!

Well this helps me alot ! i never knew about this either 0_o thanks for clearing it up!

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 Post subject:
PostPosted: Fri Jan 12, 2007 5:21 pm 
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Stallowned wrote:
Partyataztec wrote:
str is about physical aspect. The higher, the better your crits, physical resistance, physical damge, life span.

int is about magical aspect. The higher, the better your magic attack, magical resistance, and mana span.

since magic is SOoooo strong. many decided to go for pure int, one hit KO, (if).

another hint*

if u saw someone with garments, he's more to str
if u saw someone with armors, he's more to int
(doesnt apply to everyone, only lvl 30 over, experiance acknowledge)

Please just shut the hell up I'm getting sick and tired of reading your bullshit filled posts, you know nothing about the game, your replys are never related to the subjects, and you're just a moron.


omg i <3 you stallowned. STFU aztec fcck seriously.

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PostPosted: Wed Jan 17, 2007 8:13 pm 
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lmao ya'll funny I kind of get it but all I know is having +100% on everything is the best thing no matter what so shoot for having phy/mag, durability, attack rating, etc.. all +100% if possible, you can't go wrong there!!

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 Post subject:
PostPosted: Wed Jan 17, 2007 8:37 pm 
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THIS HAS ALREADY BEEN DISCUSSED IN THE MIDDLE OF THE THREAD AND SOLVED CORRECTLY MORE THAN ONCE.


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PostPosted: Sat Feb 24, 2007 6:35 am 
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I vaguely remember someone posting on the official silkroad forums asking what reinforce affected. morningdew said it affected the range of damage dealt/taken.

I'm not sure if i'll ever find the thread again, but I can certainly try....

Or maybe I was just imagining things..

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 Post subject:
PostPosted: Sat Feb 24, 2007 8:38 am 
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nvm
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 Post subject: Re: Reinforce - once and for all, what is it?
PostPosted: Sat Feb 24, 2007 12:30 pm 
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NuclearSilo wrote:
Tallrik wrote:
"Phys reinforce affects how fast durability will go down on your weapon when using Phys. Attacks, and Mag Reinforce works the same way on mag. attacks"


false

Quote:
str is about physical aspect. The higher, the better your crits, physical resistance, physical damge, life span.

int is about magical aspect. The higher, the better your magic attack, magical resistance, and mana span.


false

and all are false.......

Phy/Mag have nothing to do with durability, but with your stat base. It's the bonus of damage added when u equip your weapon. Here is an exemple :
Image
Image

The mag power of my blade 56+3 is 705. With a mag reinforce 166.3%, and with 207 Int comes from my build, the bonus mag power when equip the weapon is 207*166.3%=344.2. So my final power when equip the weapon is 705+344.2=1049.2.

mag power (when weapon equiped) = mag power (weapon) + mag reinforce (weapon) * Int

Same with phy reinforce but apply with str.
Same with reinforce for defensive equip

PS: The mod are noobs, always tell something that they dont even have proof :D

just kidding .....
o...m.....g...wow I'm glad I know this 8)

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 Post subject:
PostPosted: Sat Feb 24, 2007 12:43 pm 
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knew this since lvl 32, had a spear+4 and a glavie. the glavies' only better stat was the reinforce and i made more dam with it :/


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 Post subject:
PostPosted: Sat Feb 24, 2007 3:09 pm 
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blutrausch wrote:
knew this since lvl 32, had a spear+4 and a glavie. the glavies' only better stat was the reinforce and i made more dam with it :/


im glad you knew this clearly alot of ppl didn't hence all the confusion and saying that isn't helping anything :x

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 Post subject: Re: Reinforce - once and for all, what is it?
PostPosted: Sat Feb 24, 2007 3:14 pm 
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lexies2 wrote:
NuclearSilo wrote:
Tallrik wrote:
"Phys reinforce affects how fast durability will go down on your weapon when using Phys. Attacks, and Mag Reinforce works the same way on mag. attacks"


false

Quote:
str is about physical aspect. The higher, the better your crits, physical resistance, physical damge, life span.

int is about magical aspect. The higher, the better your magic attack, magical resistance, and mana span.


false

and all are false.......

Phy/Mag have nothing to do with durability, but with your stat base. It's the bonus of damage added when u equip your weapon. Here is an exemple :
Image
Image

The mag power of my blade 56+3 is 705. With a mag reinforce 166.3%, and with 207 Int comes from my build, the bonus mag power when equip the weapon is 207*166.3%=344.2. So my final power when equip the weapon is 705+344.2=1049.2.

mag power (when weapon equiped) = mag power (weapon) + mag reinforce (weapon) * Int

Same with phy reinforce but apply with str.
Same with reinforce for defensive equip

PS: The mod are noobs, always tell something that they dont even have proof :D

just kidding .....
o...m.....g...wow I'm glad I know this 8)




OK you all have done a good job I understand reinforce now...but you are not calculating the weapons %....how does that work....when you have 632~705 (+54%) how does the (+54%) work.....is it 54% of the difference between 632~705 which is 668 the + reinforce * int = total ?


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 Post subject: This is all all right.. but one very basic question remains.
PostPosted: Wed Mar 14, 2007 7:39 am 
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Okies.. now I hit a mob with a glaive with River fire force active ..

the damage done to the mob is

1) physical damage ---> damage is usually surely more than max dmg of weapon

2) magical damage ---> many times the dmg is nearer to the highest range of magical damage

3) physical + magical damage ?--> sometimes the damage is even more than the max dmg attribute of magic damage.

Most probably the answer is 3.. but i just want to confirm it from you pro people.


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 Post subject:
PostPosted: Wed Mar 14, 2007 8:00 am 
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People try to explain this every time to me.. But somehow i never really get it ^^ So confusing xD But i got it now :P

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 Post subject:
PostPosted: Wed Mar 14, 2007 9:12 am 
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darn... need to fix the mag reinfs on my armor now...

like others i've npced them cuz i never noticed the bonus effect on them. but now I'll probably try to fix up the stats on most of my equipment that have low mag reinforces...

This also means the phy reinf is less likely to affect me (hybrid int) as it does with full str characters...

The absorption rates of the jewellery are just as important too.. I don't think the actual percentages show up anywhere on your stats, but in practical sense it does a huge difference in the amount of damage you end up taking. I think it has something to do with adding up the %s of the jewellery and then taking that % away from the regular damage the mob or other player will do on you. gets me to wonder if, say someone has sosun+5 8th degree jewels... and the %s add up to close to 100%... (I doubt they actually will) they will be damage resistant... you could run around naked and take no damage?


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 Post subject: Again,
PostPosted: Wed Mar 14, 2007 3:50 pm 
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Okies.. now I hit a mob with a glaive with River fire force active ..

the damage done to the mob is

1) physical damage ---> damage is usually surely more than max dmg of weapon

2) magical damage ---> many times the dmg is nearer to the highest range of magical damage

3) physical + magical damage ?--> sometimes the damage is even more than the max dmg attribute of magic damage.

Most probably the answer is 3.. but i just want to confirm it from you pro people.


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 Post subject: Re: Reinforce - once and for all, what is it?
PostPosted: Mon Mar 03, 2008 2:07 pm 
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Then what the hell is this???
Sry NuclearSilo for using you image tryed to connect to silkroad and not connected so used your.

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 Post subject: Re: Reinforce - once and for all, what is it?
PostPosted: Mon Mar 03, 2008 2:20 pm 
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The percentage values correspond to how much the base value (or range) is increased.

Base value (or range) + X x (n%)

At 100%, you would get the maximum value (or range) for that particular stat. It is not involved in the calculation of whatever variable.

Dont bump old threads, locked ~ <3Syl

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