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Old 01-03-2011, 05:18   #1
pendragon2007
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magic def difference

HI,

Since the new high lvl items, did any1 test the magic damage difference between wearing a 130+ earrings and 130+ helmet/coro?

Before it was something like 500 if some1 used earrings and not helmet.
So i bought +12 helmet, and now i got TQ'd as always.
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Old 01-03-2011, 05:20   #2
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Originally Posted by pendragon2007 View Post
HI,

Since the new high lvl items, did any1 test the magic damage difference between wearing a 130+ earrings and 130+ helmet/coro?

Before it was something like 500 if some1 used earrings and not helmet.
So i bought +12 helmet, and now i got TQ'd as always.
You should have good mdef anyways with 138 shield and 138 armor and refinery on neck.

The difference I noticed from 112 earrings 120 armor, both super +7 trojan to 120 earrings 137 armor was about 1-1.5k dmg difference from fires.
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Old 01-03-2011, 06:15   #3
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Originally Posted by Seppo View Post
You should have good mdef anyways with 138 shield and 138 armor and refinery on neck.

The difference I noticed from 112 earrings 120 armor, both super +7 trojan to 120 earrings 137 armor was about 1-1.5k dmg difference from fires.
but thets from the 137 armor. Anyway it sounds good if i make armor and shield high lvl it will helps a lot. but still wants to know how much if i use ear or helmet.
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Old 01-03-2011, 11:52   #4
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Originally Posted by pendragon2007 View Post
but thets from the 137 armor. Anyway it sounds good if i make armor and shield high lvl it will helps a lot. but still wants to know how much if i use ear or helmet.
The percent caps at 90, so if you have 90 without ears, then the m-def percent does nothing for you. The + stats in purple however reduce damage, just not as much.
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Old 01-03-2011, 15:54   #5
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The percent caps at 90, so if you have 90 without ears, then the m-def percent does nothing for you. The + stats in purple however reduce damage, just not as much.
Not really true, it does cap at 90 but you still get some effect from it past 90.
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Old 01-03-2011, 23:24   #6
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Not really true, it does cap at 90 but you still get some effect from it past 90.
Proof? I wanna see.
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Old 01-04-2011, 04:49   #7
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Proof? I wanna see.
Proof proof and proof. Would be quite lame to have so much mdef as taos and monks got if not.
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Old 01-04-2011, 05:12   #8
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doesnt penetration affect 90%+ magic defense?
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Old 01-04-2011, 11:30   #9
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The percent caps at 90, so if you have 90 without ears, then the m-def percent does nothing for you. The + stats in purple however reduce damage, just not as much.
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doesnt penetration affect 90%+ magic defense?
Exactly! Magic defense percentage has a capped reduction of 90%, but 110% -30% (for your opponents penetration) = 80% which is below 90% ergo not capped

PS If you are a Trojan you should have both coro and ears and use alt gears to switch depending on if you are fighting a tao or a melee heck even use a low level bag with the ears and reduce that damage even more Or for situations like GW then use ears since they give both magic and physical defense for a balanced defense against a variety of opponents (particularly now since ears now have better defense on the higher levels
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Old 01-04-2011, 11:35   #10
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Exactly! Magic defense percentage has a capped reduction of 90%, but 110% -30% (for your opponents penetration) = 80% which is below 90% ergo not capped

PS If you are a Trojan you should have both coro and ears and use alt gears to switch depending on if you are fighting a tao or a melee heck even use a low level bag with the ears and reduce that damage even more Or for situations like GW then use ears since they give both magic and physical defense for a balanced defense against a variety of opponents (particularly now since ears now have better defense on the higher levels

I see now. Thats cool. Thanks for explaining that, new addition to my calculations
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Old 01-04-2011, 11:39   #11
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^ that (draconans, xens post got in between). thus fire damage is not submitted to a cap. 90% is a "maximum" cap otherwise fires would do 0 damage to a lot of players.

to nerf fire damage they need to lower the magic penetration effect, making it 20% lower or so. Would reduce damage quite a bit. not enough in peoples eyes but its only normal that a full +12 fire does more then 1k on a +6 tro
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Old 01-04-2011, 15:29   #12
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my m-def is like 102% wish it wasnt capped lol
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Old 01-04-2011, 15:48   #13
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well since penetration reduces your m-def by up to 30% you don't reach the 90% cap till your at 120% m-def against a full super penetration set
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Old 01-04-2011, 15:52   #14
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well since penetration reduces your m-def by up to 30% you don't reach the 90% cap till your at 120% m-def against a full super penetration set
No, I've got 29 pct penetration and that's without the headgear refinery 12 pct pene and I am just a lvl 4 sage missing another 11 pct pene. That all added up is 52 pct. So you would have to reach 144 pct m-def, which is impossible.
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Old 01-04-2011, 15:59   #15
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No, I've got 29 pct penetration and that's without the headgear refinery 12 pct pene and I am just a lvl 4 sage missing another 11 pct pene. That all added up is 52 pct. So you would have to reach 144 pct m-def, which is impossible.
damn forgot about subclass and even at 120% it's near impossible for a trojan to get
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