DAMAGE PRORATION GUIDE

Damage dropoff is a thing.
You know that tip that says you have you have a chance to lessen your damage if you repeat the same attack? It's true and it's not a chance. It's definite until you hit the cap of damage reduction which is 50% of the initial damage (or half, if you prefer it be called that way). So basically... If you really want to hurt a monster, avoid spamming the same kind of attack on it over and over and over again. This rule applies to normal attacks, as well.

Damage dropoff works in reverse.
If you initiate with a skill and normal attack, you may notice the normal attack does more damage than if you had initiated with the normal attack. This is because, in the same way damage falls off with each hit of the same type until your damage is halved, the damage of other types of attacks increases with each hit until they are capped at 250% of their initial damage.

An attack must hit for damage dropoff to apply.
This is a bit wonky and inconsistent, so there may be details of it that I've missed, but it seems that any attacks that miss the opponent do not count towards damage reduction. Neither attacks that are evaded nor ones that miss are counted towards damage dropoff. Most likely the inconsistency I've noticed is from something like attacks that are cancelled still count towards damage dropoff, even if they deal no damage or something like that. I'll have to test more later.

Multi-hit attacks only count towards damage dropoff once.
They're calculated as a single point of damage, so it makes sense that they count as a single attack for this mechanic, as well. Even Magic: Arrows counts as one attack. It seems additional attacks from the knuckle and dagger skills do not count, either.

Damage types are separated into normal attacks, skills, and spells.
The categories are technically "Normal Attacks," "Physical Damage Skills," and "Magical Damage Skills," but I will just use "Normal Attacks," "Skills" (physical), and "Spells" or "Magic" (magical). Normal attacking (green timer bar) a monster increases the power of subsequent skills (red timer bar/instant) and spells (yellow timer bar) on the same target while decreasing the power of subsequent normal attacks. The same applies to skills and spells if you just flip a few words around. The evasion attack performed when daggers are equipped counts as a normal attack.

The rate of damage dropoff is a percentage of the base damage that varies depending on what monster you're fighting.
Say you normal attack a monster once to initiate. That damage is the initial normal attack damage. If you normal attack the monster a second time, the damage dealt will decrease by some percent of the initial damage depending on what monster you're fighting. For example, Purple Jellies will take half damage on the second hit when normal attacked twice in a row and so have a 50% damage dropoff ratio for normal attacks. However, if you use three skills on a Purple Jelly then normal attack it, you will deal 250% of the base normal attack damage. (100% base +50% each skill, so +150% = 250%)

Damage dropoff ratios are separate for normal attacks, skills, and spells.
Some monsters have a 1% ratio for the damage dropoff of normal attacks and a 50% ratio for the damage dropoff of skills and a 20% ratio for the damage dropoff of spells. Some have a 50% ratio for normal attacks, skills, and spells. This means that even if you deal half damage with your second normal attack in a row, that doesn't necessarily mean using two skills in a row will deal half damage with the second skill.

Damage Dropoff is Per-Monster, Not Per-Player.*
If you're in a party, and one of your party members casts Magic: Arrows on a monster and you decide to use, say, Hard Hit on the same monster, your Hard Hit will deal more damage (unless the monster has a 0% physical ratio). Similarly, if you normal attack one monster, normal attacking another monster won't deal reduced damage.

*May not actually be true; will have to re-test.

Quick Recap/TL;DR
- Repeating the same type of attack will reduce the damage.
- Using one type of attack boosts the damage of other types of attacks.
- Multi-hit attacks only count as one attack for this mechanic.
- The evasion attack performed when a dagger is equipped counts as a normal attack.
- Damage types are categorized as normal attacks, physical skills, and magic skills (normal, skill, magic/spell).
- Damage dropoff rates vary per-type depending on what type of monster you're fighting.
- Damage dropoff applies per-monster, not per-player.
- Damage increase from this caps off at 250%.
- Damage reduction from this caps off at 50%.

List of Damage Dropoff Ratios for Various Monster Types:
Note: Some values may be a bit off because of the random damage. (I avoid this by equipping Cat Paws, which has 100% stability, for normal attacks and skills, but it's impossible for magic).

Spoiler


Edit:
The mechanic is apparently called "Proration." Which is a horribly unwieldy word, so I'll just use "Damage Dropoff" for now. ^ ^; Talk to the Adventurer in the corner of the Library and ask about Proration for less information than I have just given you.

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