I've been playing for a while, and I've had pretty much everything there is explained to me already so I have a pretty good grasp of the game. However, I've never had a completely satisfactory answer on three subjects: Parry ratio, attack rating, and phys and mag reinforce.
Now, I am not completely oblivious to their functions, but I don't think I know exactly what they do either.
I assume the Phys. and Mag. Reinforce value just makes your attacks in that particular field stronger.
With the parry ratio, I always thought that it meant that the higher your parry ratio, the more chances the opposing monster/player would hit toward the low end of their att stat spectrum (meaning if your opponent's attack power is 300~345, a higher parry ratio would cause it to hit more often towards teh 300 than the 345)
As to the attack rating, I just thought it is the opposite of parry ratio. having a high attack rating would allow you to hit towards the higher end of your attack power (more 345 than 300)
am I wrong? I don't know, if someone can give me a definitive answer on this, it would be really helpful. Thanks.
Parry Ratio, Attack Rating, Reinforce.
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Parry Ratio, Attack Rating, Reinforce.
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Does anyone know the exact or approximate formula used for phys and magical reinforce? From what I see here, since the reinforce for weapons go towards attack and the reinforce on armor go toward defense, it seems to me the it's just a fancier version of an additonal att and def stat. Which seems like SRO just basically wanted a really unoriginal way of giving def and att more variance. Which really brings me to my next question: does the reinforce stats actually make any difference?
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- element_45
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I think it makes a large difference, especially the higher level you get. Increasing my physical reinforce on my weapon at lvl 16 (from (0%) to (23%)) on my pure str blader gave me a good 10-20 more damage on my character sheet.
I don't know the formula, as I don't think anyone else does either, but I wouldn't say it's SROs way of making everything look like it has more variance. It's just a way to play into the strengths and the weaknesses of classes.
Say 2 characters wore EXACTLY the same garment set, ie the same exact stats and reinforce value (NPC gear would do). They are the same level, but one is pure strength, and one is pure int. Even though they are wearing the same gear, a pure str char gets more pdef and less mdef, while the pure int gets less pdef and more mdef.
This way, it allows someone to either play to their strengths - ie a pure int in garments, concentrating on defending against nukers, or to their weaknesses - a pure int wearing armor to close the gap between their mdef and pdef values, to make them a more "leveled" character.
Subsequently, that is why even the negligible differences of damage between lowbie weapons (say blade and sword) makes it seem like everyone would have a very similar value of phys damage with either weapon. Maybe for a pure int, the difference would be small, but give a pure str a blade compared to a sword and notice the difference is larger, because of the combined effect of the few points of phys damage, and the higher % phys reinforce.
I don't know the formula, as I don't think anyone else does either, but I wouldn't say it's SROs way of making everything look like it has more variance. It's just a way to play into the strengths and the weaknesses of classes.
Say 2 characters wore EXACTLY the same garment set, ie the same exact stats and reinforce value (NPC gear would do). They are the same level, but one is pure strength, and one is pure int. Even though they are wearing the same gear, a pure str char gets more pdef and less mdef, while the pure int gets less pdef and more mdef.
This way, it allows someone to either play to their strengths - ie a pure int in garments, concentrating on defending against nukers, or to their weaknesses - a pure int wearing armor to close the gap between their mdef and pdef values, to make them a more "leveled" character.
Subsequently, that is why even the negligible differences of damage between lowbie weapons (say blade and sword) makes it seem like everyone would have a very similar value of phys damage with either weapon. Maybe for a pure int, the difference would be small, but give a pure str a blade compared to a sword and notice the difference is larger, because of the combined effect of the few points of phys damage, and the higher % phys reinforce.
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The thing is, you can already play into your strengths by going by the mag and phys def. Is there really a point to adding a phys and mag reinforce? Essentially, it's pretty much like saying that there are 2 def stats on a piece of armor. Therefore, there must be a way that the phys and mag reinforce figure differently into damage calculation than plain phy and mag def. It would seem kind of stupid imo if it was just a phy def. + phys. rein = total def kind of formula.
Obviously, I understand the the need to play to your strengths with your choice of armor. My point was that I didn't know whether the reinforce values actually made enough of a noticeable difference. People selling weapons and armor don't usually seem to care about the reinforce values, they care more about the simple att and def stats themselves. As an example, about how much difference in damage would two same build individuals with the same set of clothing and one had...lets say... 80% more reinforce on his clothing? Of course, I don't think anyone really knows, but it would be nice to.
Obviously, I understand the the need to play to your strengths with your choice of armor. My point was that I didn't know whether the reinforce values actually made enough of a noticeable difference. People selling weapons and armor don't usually seem to care about the reinforce values, they care more about the simple att and def stats themselves. As an example, about how much difference in damage would two same build individuals with the same set of clothing and one had...lets say... 80% more reinforce on his clothing? Of course, I don't think anyone really knows, but it would be nice to.
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- element_45
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I don't think you quite understood. It's most likely (Phys Defense) + (Phys Reinforce * Str)
So say an armor had 10 pdef and 6% P-reinforce. Say your char has 100 str. (10) + (.06 * 100) = 16 pdef. Say a pure int guy wore the same piece. (10) + (.06 * 40) = 12.4 pdef.
Just to show that your character build can play a part in what kind of equipment you would wear.
So imagine a higher level test char with 200 str instead. He uses 2 armors with 100 pdef, but one is a 10% (0%) reinforce, and the other is 15% (75%).
(100) + (.1 * 200) = 120 Pdef
(100) + (.15 * 200) = 130 Pdef
Not a HUGE difference, but still, getting a 10 pdef boost from an extra stat seems pretty useful.
So say an armor had 10 pdef and 6% P-reinforce. Say your char has 100 str. (10) + (.06 * 100) = 16 pdef. Say a pure int guy wore the same piece. (10) + (.06 * 40) = 12.4 pdef.
Just to show that your character build can play a part in what kind of equipment you would wear.
So imagine a higher level test char with 200 str instead. He uses 2 armors with 100 pdef, but one is a 10% (0%) reinforce, and the other is 15% (75%).
(100) + (.1 * 200) = 120 Pdef
(100) + (.15 * 200) = 130 Pdef
Not a HUGE difference, but still, getting a 10 pdef boost from an extra stat seems pretty useful.
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Is that formula based of of any facts or just pure speculation? I understood everything you aid just fine, my example was not what I thought the formula was but simply one example that I hoped it wouldn't have been. If the reinforce values work like you say they do, then yes, the answer to my question would be "phy and mag reinforce values DO matter, and makes a difference". Except, of course, no one really seems to know exactly how it works. Everyone just kind of goes by a "higher the number the better" type of attitude, I just wanted to know how much better it actually is.
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