6.2 release date

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Re: 6.2 release date

Postby Breath » 07 Sep 2018 22:15

Character on not aion qtbreath
character on PTS aion Breath. cleric lvl 80 base stats

hp 16.780
mp 28.740
speed 6.0
atk speed 1.5
cast speed 1.0
main hand weap strenght 18(?) had nothing
off hand weapon strenght 0
physical attack 0
accuracy 1200
crit strike 1
Magick Attack 0
Magic Acc 1200
crit spell 50
healing boost 0
physical def 0
block 1200
parry 1200
evasion 1200
magic defence 70(?)
magic resist 1200
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Re: 6.2 release date

Postby Breath » 07 Sep 2018 22:29

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Re: 6.2 release date

Postby Angeloid » 07 Sep 2018 22:57

Aethertech lvl 80 Stats :)

https://imgur.com/a/966K7IJ
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Re: 6.2 release date

Postby lemon7 » 08 Sep 2018 05:34

I'm surprised I never posted my physical attack data that I mined on the official 6.0 kr server, would have posted somewhere on the forums here if I remembered sooner. @Harboe I can mine new data on the new pts gameforge server if you had anything particularly wanted in mind. I'll be leveling a ranger to 80 then posting the base stats here too.

Anyways here's what I found:
Image

Here's the google drive link to my original excel workbook: https://drive.google.com/file/d/1Es5-9p ... sp=sharing
Here's the google sheets link, which turned out a bit funny in formatting because I originally did everything in excel: https://docs.google.com/spreadsheets/d/ ... sp=sharing
You can see the exact formulas and numbers used in the spreadsheet. I was expecting 10% damage per 100 physical attack but maybe I missed some sort of variable, stat or calculation somewhere. Feel free to take a look yourselves.
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Re: 6.2 release date

Postby Harboe » 08 Sep 2018 08:21

You're comparing to a point where your physical attack isn't 0, so if physical attack adds a fixed 10% per 100 applied to the BASE damage of the skill, then obviously you won't get that result from your analysis :)

It's quite easy to use your numbers to show that it is indeed 10% per 100.
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Re: 6.2 release date

Postby lemon7 » 08 Sep 2018 16:38

Harboe wrote:You're comparing to a point where your physical attack isn't 0, so if physical attack adds a fixed 10% per 100 applied to the BASE damage of the skill, then obviously you won't get that result from your analysis :)

It's quite easy to use your numbers to show that it is indeed 10% per 100.


I had a sneaking suspicion that I was missing something simple as that.. Data analysis was never my strong point. At least the numbers validate that it is indeed 10% per 100.

Some other things I noted but forgot to mention:
Weapon attack (not to be confused with magical/physical attack) is completely independent from your skill damage. I tested with both a sword and polearm which had the same physical attack stats to verify this. All my skills hit the same damage regardless of which weapon I used.
Here's what was different, the auto attack damage seems to be your weapon attack + 10% per 100 physical attack (I still need to verify this with hard numbers). So the polearm had much more superior auto attack damage, at the cost of slower skill animations and weaker crits.
I also verified that the crit multipliers are still the same, and still applied to skill damage. With sword, skills and autos and did 2.2x damage on crit, and pole did 1.8x damage on crit.

On a completely irrelevant note, based on my findings greatsword will be superior from polearm in pretty much every way?..
Last edited by lemon7 on 08 Sep 2018 16:48, edited 1 time in total.
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Re: 6.2 release date

Postby Harboe » 08 Sep 2018 16:46

It won't necessarily be superior as skill animations are independent of how slow the base attack speed of a weapon is (in most regards, some skills do have slightly longer animations on certain weapon types). The length of the skill animation is primarily just a matter of how much bonus attack speed you have.
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Re: 6.2 release date

Postby lemon7 » 08 Sep 2018 16:54

Harboe wrote:It won't necessarily be superior as skill animations are independent of how slow the base attack speed of a weapon is (in most regards, some skills do have slightly longer animations on certain weapon types). The length of the skill animation is primarily just a matter of how much bonus attack speed you have.

Ah that explains a lot. I always felt rangers had horridly long skill animations without any attack speed. Gladiators also always felt faster than you'd expect their pole wielding to be. It's interesting to see how the new auto attack scaling works, high base attack weapons will benefit a lot from this.
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6.2 Hunter stats

Postby Nosewithcocaine » 09 Sep 2018 08:38

6.2 Hunter stats
Not aion: Teinachy

https://gyazo.com/2f61c3734d8da8334dbdf5644294fac0 (attack)

https://prnt.sc/ks9kdh (deff)

(is basic stats idk why its green) all out title gear buffs )
Last edited by Nosewithcocaine on 09 Sep 2018 21:34, edited 1 time in total.
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Re: 6.2 Hunter stats

Postby Harboe » 09 Sep 2018 09:43

Nosewithcocaine wrote:6.2 Hunter stats
Not aion: Teinachy

https://prnt.sc/ks9ka1 (attack)

https://prnt.sc/ks9kdh (deff)

Thanks for your contribution, but you still have a lot of bonus stats that make it impossible to use your screenshots to find out what the base HP stat and several other stats are for lvl 80 Ranger.
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Re: 6.2 release date

Postby feetsz » 09 Sep 2018 13:31

Templar
Image Image

After installing add. patch all classes (without taking into account the effects of skills and equipment parameters) have the same values ​​of protective characteristics (accuracy, accuracy of magic, block shield, parry, evasion, magic protection)


so we all have 1200 of those stats, rest is just passives stacked on top.
Image
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Re: 6.2 release date

Postby DarthRevan106 » 09 Sep 2018 13:54

Glad stats:
Image

Image

Green is from passives
Base stats without passives:
Base hp=23 115
Base phy attack=0
Base acc=1 200
Base block=1 200
Base parry=1 200

Additional P..=Additional pvp/pve attack/defence

I can't really prove anything else cause i have none to test with so however little i can provide will hopefully help.
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Re: 6.2 release date

Postby Harboe » 09 Sep 2018 15:59

@feetsz: please provide the BASE HP stat. I literally just asked the person above for the same thing.
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Re: 6.2 release date

Postby feetsz » 09 Sep 2018 16:10

Image
Attack: 0 (+45)
Accuracy: 1200 (+180)
Block: 1200 (+300)
Parry: 1200 (+80)
Magic Def: 0 (+90)
Also I have just finished doing testing on how pvp defense and physical defense works and I will post it soon unless someone beats me to it.
Last edited by feetsz on 12 Sep 2018 13:16, edited 1 time in total.
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Re: 6.2 release date

Postby feetsz » 09 Sep 2018 19:26

First thing , the person who I was doing this with was Arcanee, so he deserves credit too.

Second, The skill I'm using at all tests is Ferocious Strike, https://aionpowerbook.com/powerbook/Skill/2876, ingame tooltip is 687
Now, PvP Attack = Physical Attack. Powerbook didn't lie and this is an easy test to prove.
Image
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I am not sure how training dummies work, the difference in damage from hitting the lvl 80 dummy in lakrum and hitting a player with 0 defense stats yields a 54,92% damage difference. So same global pvp modifier?(powerbook claims its 52%)

Now the physical defense and PvP defense, they are also exactly the same stat. And physical defense works the same way MSUP works right now, 1 pdef = 1 attack from the opponent.
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Here we add PvP def into the mix. Again, notice the sum of pvp def and pdef are almost identical to the first test with just the pdef.
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Now same thing, but PvP Attack comes in.
Image
Image
Him increasing his Pdef by 100 reduces my dmg by 15, me increasing my attack by 100 increases my damage by 15.
Now I wonder what happens if he would have pdef that is double of my attack. Will have to test that out once Arcanee is back.

All these tests were done with a templar with just the weapon equiped and a bard who was adding parts of armor 1 by 1.
The weapons used were a PvP and a PvE weapon of the same grade, which means that the physical attack is the same on both.
Image

Haven't tested magical defense yet but I expect the same results, will test it out anyway.
Image
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