Combo Critical: Difference between revisions

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'''Important:''' Also, in GMS (not sure about other versions), there appears to be a bug in which full swing/over swing damage is over-applied in critical; evidence shows that the pattern is as follows:
'''Important:''' Also, in GMS (not sure about other versions), there appears to be a bug in which full swing/over swing damage is over-applied in critical; evidence shows that the pattern is as follows:


In a two-hit chain attack (double swing with full swing, for instance--not Combo Fenrir), the damage on a critical hit will not crit the original diminished hit. First, full damage is applied (the total damage done normally on an entire mob) to the hit monster. Then total damage from each of the two hits is factored--in other words, add the damage from both hits up from each hit monsters. Then the crit is applied to damage in the higher half of the user's damage range. The result nearly quadruples damage per full swing hit--meaning a Full Double Swing attack of 2.5 total damage will (with two crits at 100 combos) total up to 8000 damage.
In a two-hit chain attack (double swing with full swing, for instance--not Combo Fenrir), the damage on a critical hit will not crit the original diminished hit. First, full damage is applied (the total damage done normally on an entire mob) to the hit monster. Then total damage from each of the two hits is factored--in other words, add the damage from both hits up from each hit monsters. Then the crit is applied to damage in the higher half of the user's damage range. The result nearly quadruples damage per full swing hit--meaning a Full Double Swing attack of 2500 total damage will (with two crits at 100 combos) total up to 8000 damage. The effect is greater when paired with Overswing, which make Triple Swing a two-hit attack as well.


At 100+ combos, this skill is actually better than the ranged classes' critical skills. Their chance is only 40% or 50% depending on the class, or 25% chance in Evans.
At 100+ combos, this skill is actually better than the ranged classes' critical skills. Their chance is only 40% or 50% depending on the class, or 25% chance in Evans.

Revision as of 18:32, 16 September 2010

Combo Critical.png

Description

Allows you to perform a critical attack with a certain success rate. For every 10 combos, your critical damage and the chance of a critical attack goes up from a default of 100% damage and 10% chance of performing a critical attack.

Master Level: 20

Type: Passive

Note: This may not seem like much, but as it says, the buff increases 10 times, so by getting a combo of 100, you would get an extra 100% Critical damage, with 60% chance for it to activate (Once mastered of course).

Important: Also, in GMS (not sure about other versions), there appears to be a bug in which full swing/over swing damage is over-applied in critical; evidence shows that the pattern is as follows:

In a two-hit chain attack (double swing with full swing, for instance--not Combo Fenrir), the damage on a critical hit will not crit the original diminished hit. First, full damage is applied (the total damage done normally on an entire mob) to the hit monster. Then total damage from each of the two hits is factored--in other words, add the damage from both hits up from each hit monsters. Then the crit is applied to damage in the higher half of the user's damage range. The result nearly quadruples damage per full swing hit--meaning a Full Double Swing attack of 2500 total damage will (with two crits at 100 combos) total up to 8000 damage. The effect is greater when paired with Overswing, which make Triple Swing a two-hit attack as well.

At 100+ combos, this skill is actually better than the ranged classes' critical skills. Their chance is only 40% or 50% depending on the class, or 25% chance in Evans.

Skill Progression by Level

  • Level 1: 1% Critical Damage with a 1% Probability, Stacks 1 time
  • Level 2: 1% Critical Damage with a 1% Probability, Stacks 1 time
  • Level 3: 2% Critical Damage with a 1% Probability, Stacks 2 times
  • Level 4: 2% Critical Damage with a 1% Probability, Stacks 2 times
  • Level 5: 3% Critical Damage with a 2% Probability, Stacks 3 times
  • Level 6: 3% Critical Damage with a 2% Probability, Stacks 3 times
  • Level 7: 4% Critical Damage with a 2% Probability, Stacks 4 times
  • Level 8: 4% Critical Damage with a 2% Probability, Stacks 4 times
  • Level 9: 5% Critical Damage with a 3% Probability, Stacks 5 times
  • Level 10: 5% Critical Damage with a 3% Probability, Stacks 5 times
  • Level 11: 6% Critical Damage with a 3% Probability, Stacks 6 times
  • Level 12: 6% Critical Damage with a 3% Probability, Stacks 6 times
  • Level 13: 7% Critical Damage with a 4% Probability, Stacks 7 times
  • Level 14: 7% Critical Damage with a 4% Probability, Stacks 7 times
  • Level 15: 8% Critical Damage with a 4% Probability, Stacks 8 times
  • Level 16: 8% Critical Damage with a 4% Probability, Stacks 8 times
  • Level 17: 9% Critical Damage with a 5% Probability, Stacks 9 times
  • Level 18: 9% Critical Damage with a 5% Probability, Stacks 9 times
  • Level 19: 10% Critical Damage with a 5% Probability, Stacks 10 times
  • Level 20: 10% Critical Damage with a 6% Probability, Stacks 10 times