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Old 08-13-2017, 10:11   #16
Kachun
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by my calculations 227 break vs 226 counteraction results in a 69.63% chance to break.

Last edited by Kachun; 08-13-2017 at 10:14.
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Old 08-13-2017, 15:26   #17
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Originally Posted by Kachun View Post
by my calculations 227 break vs 226 counteraction results in a 69.63% chance to break.
wtf?
I'm not sure how u come up with your calculation.
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Old 08-13-2017, 17:12   #18
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227 / (226+100) = 0.6963..

i asked some break players and they confirm you need to account for the 100% hidden anti break to get 100% chance to break

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Old 08-13-2017, 18:52   #19
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Originally Posted by Kachun View Post
by my calculations 227 break vs 226 counteraction results in a 69.63% chance to break.
Nope.. unless it has been changed since last week or.... my luck is shiiiiiiiiiiit


Landed about 35 hits broke about 2 times one which was reflect but doesn't matter I need 2chainz!!! Lol
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Old 08-13-2017, 22:34   #20
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that small sample is about 6% activation.
so its neither the 1% of having 1 more break nor the ~70% my calculation suggests.

it needs more testing, can you try to fight this guy more?
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Old 08-14-2017, 03:31   #21
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Quote:
Originally Posted by Kachun View Post
227 / (226+100) = 0.6963..

i asked some break players and they confirm you need to account for the 100% hidden anti break to get 100% chance to break
characters and normal mobs dont start with any hidden stats. its a very simple calculation

your break - targets antibreak = final break chance.
your crit - targets immunity = final crit chance.

mobs have 0% immunity:
100% - 0% = 100%, which means guaranteed critical.

your antibreak example above corrected:
227% - 226% = 1%, which means 1/100 hits will result in a break.
35 hits was a small sample size and was 10x closer to the calculation above anyway
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Old 08-14-2017, 04:50   #22
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yeah that way of calculating is way simpler and still shows that you need 100% + whatever amount of anti/immu the enemy has.

What i am considering though is wether or not the game engine can handle negative values...

100% - 200% = -100% chance

oh well your way of writing it is simple and solves the tie case elegantly so i will use that instead

Last edited by Kachun; 08-14-2017 at 04:53.
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Old 08-14-2017, 05:16   #23
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Quote:
Originally Posted by squidgemelent View Post
characters and normal mobs dont start with any hidden stats. its a very simple calculation

your break - targets antibreak = final break chance.
your crit - targets immunity = final crit chance.

mobs have 0% immunity:
100% - 0% = 100%, which means guaranteed critical.

your antibreak example above corrected:
227% - 226% = 1%, which means 1/100 hits will result in a break.
35 hits was a small sample size and was 10x closer to the calculation above anyway
This is exactly my thought.
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Old 08-14-2017, 06:32   #24
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Quote:
Originally Posted by Kachun View Post
that small sample is about 6% activation.
so its neither the 1% of having 1 more break nor the ~70% my calculation suggests.

it needs more testing, can you try to fight this guy more?
I chose not to because it's a pointless fight with the same results. I'll lose with 1pct break rate

Quote:
Originally Posted by squidgemelent View Post
characters and normal mobs dont start with any hidden stats. its a very simple calculation

your break - targets antibreak = final break chance.
your crit - targets immunity = final crit chance.

mobs have 0% immunity:
100% - 0% = 100%, which means guaranteed critical.

your antibreak example above corrected:
227% - 226% = 1%, which means 1/100 hits will result in a break.
35 hits was a small sample size and was 10x closer to the calculation above anyway

Sorry Im too noob and couldn't acquire more data before my death to science of only landing 35 fb hits not 100 before getting 1 hit crit =P


I still think if you got higher bt than anti break you should ALWAYS break..
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Old 08-14-2017, 18:35   #25
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I still think if you got higher bt than anti break you should ALWAYS break..
If crit would work the same...that would be crazy.. and kings would prolly be even more OP.
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Old 08-14-2017, 21:15   #26
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Quote:
Originally Posted by Kachun View Post
by my calculations 227 break vs 226 counteraction results in a 69.63% chance to break.
you must be trolling lmao. There is no mistery in the immunity/critical - anti break/break system.
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Old 08-14-2017, 23:13   #27
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you must be trolling lmao. There is no mistery in the immunity/critical - anti break/break system.
We already agreed that was incorrect and are using this instead. I was trying too hard to account for the programming

your break - targets antibreak = final break chance.
your crit - targets immunity = final crit chance.

you need to have a positive value of 100(or more) to always crit/break
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Old 08-15-2017, 06:25   #28
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If crit would work the same...that would be crazy.. and kings would prolly be even more OP.
Obviously crit would be op. Keep critical/immunity the same just change the break/antibreak imo.

It just isn't right 8k(with 37k p attack)damage allowing me to 5/6 hit them if they don't pot or reflect once

At least make antibreak do half damage so I could maybe go for points
1:2 ratio is better than 1:5
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Old 08-15-2017, 07:51   #29
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Originally Posted by YاHiiK View Post
Obviously crit would be op. Keep critical/immunity the same just change the break/antibreak imo.

It just isn't right 8k(with 37k p attack)damage allowing me to 5/6 hit them if they don't pot or reflect once

At least make antibreak do half damage so I could maybe go for points
1:2 ratio is better than 1:5
Tell me about it. I've been hitting 8ks on a duke with mentor bp, while I'm a princess. Gotta love those counter noob eggies.
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Dark
130-130-140 Wat-War-Nin** (Princess)
130-130-136 Nin-War-Water**
130-130-136 Nin-War-Fire**

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130-130-140 Wat-War-Archer**
130-130-140 Dw-War-Wat**

130-130-140 Wat-War-Tro**
130-133-129 Nin-War-Fire
130-130-129 Nin-War-Water
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130-130-133 Wat-War-Archer
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Old 08-15-2017, 17:49   #30
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Tell me about it. I've been hitting 8ks on a duke with mentor bp, while I'm a princess. Gotta love those counter noob eggies.
Funny story 2 dragon warriors decided team up right quick to kill this anti break noob monk. Monk gets hit once then we take turns air kicking chaining air kicking giving stamina. Wasted his pots sooo fast and he couldn't even move lol

Stun for dayz
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