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Gaming > Anarchy Online > Re: MA
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Re: MA

by David Wright <david_c_wright@[EMAIL PROTECTED] > Oct 16, 2005 at 08:42 AM

-Rhune- wrote:

> Playing my first martial artist and it is a lot of fun.  I am on noob
> island
> and make the extra gadgets to include the poison injector bracelet.  My
> question is does that item add poison damage to attacks or just enhance
> items that already cause poison damage with an additional bonus?  If
> poison damage is being done will it show individually or is it part of
the
> total
> damage number.  Can the bracelet be upgraded or is there an enhanced
> version of it?
> 
> TY!
> 
> J

Add damage items add damage to attacks already using that damage type.
Therefore, if you are using a fist buff which adds poising damage, the
braclet will add that amount of damage to each attack, it will be rolled
into the total damage displayed for each successful attack.

It can't be upgraded further, as far as I am aware. Once off the island,
there are plenty of rings, implants, armour components and other items
which add damage to your attacks.

A weapon (and fists are a weapon) has a minimum damage, maximum damage and
crit bonus. This is then multiplied up by your attack skill for that
attack
(fists are Martial Arts, Brawl is brawl, dimach is dimach and so on).
"Specials" like Fast Attack, Fling Shot, Burst and Full Auto take the
damage of an individual attack and multiply it up (Fast attack and Fling
Shot are 1 normal attack, but executed immediately, ignoring inits and
Agg/Def bar position, Burst is 3 bullets hitting the target and Full Auto
is usually the remainer of a "clip" hitting the target).

If you see a weapon having damage set as 30-200(300), then it makes
minimum
damage of 30 (times weapon skills) to 200 (times weapon skill) with a
bonus
of an additional 300 points when you land a critical hit.

I don't have the exact formula anymore, but is something like:

Damage * (1 + (Weapon Skill / 1000))

For skills under 1000, over 1000 it depends on your professions how
effective each point is, from 30% effective down ("Damage" professions get
1 more point calculated to their damage formula for every 3 points of
skill
they have, some sup****t professions, that is down to ever 6 points or
so :-( ).

The server works out whether you hit, if you hit, it works out what sort
of
hit (min to max damage or a critical), adds your damage bonus (from buffs,
rings, bracers, symbiants, armour etc.) and then subtracts the targets
Armour Class modifier to see what the end result is (but you can't hit for
less than your minimum damage (less -damage debuffs).

You will find high end mobs in Penumbra and on in SL have very high Armour
Class, so you will always hit for min damage (or a critical hit),
therefore
in higher levels it is very im****tant to equip as much +Crit as you can
find.

For example my Adventurer now wears the following weapon:
http://aodb.info/showitem.aspx?AOID=254695

This has the following stats:

Self Must have Alien Invasion
Self 1hEdged     2001
Self SneakAttack 1001
Self FastAttack  1001
Self Brawl       1201
Self Dimach      401

InitiativeType: MeleeInit.
AttackTime:     1.2s
RechargeTime:   1.2s
Damage: 275-325 (275) -- FireAC

With that, depending on the mob, she makes between 1600 and 1800 minimum
damage on each mob with crits ranging from around 2700 to 3100 damage.

You will also notice that weapons usually have a Max Beneficial Skill.
This
means that even if your attack skill (in the case above 1hEdged skill) is
2000, if the weapon has a MBS of 1000, the extra 1000 points of skill
don't
get added into the damage calculation! This means you need a better
weapon ;-)

However, if your skill has reached the MBS of your weapon, you still
should
increase it, even if you don't have a new weapon to equip, as the
additional skill increases your chance to hit the target. (A level 1
player
hasn't a cat in hells chance of landing a hit and making damage against a
level 300 mob)

As an MA, you don't have to worry about finding weapons until later on
(around level 210 for Blades of Boltar). You can try weapons before if you
want, but they don't usually make a difference for the better.

Back to the topic of add damage, an MA has buffs which change the damage
type his fists make, every few levels you will get a new one, which will
make a new type of damage, so it isn't worth investing in bracers that
give
one type of damage. Look for Symbiants, Armour and other items which give
+damage to several or all damage types instead.

The MA makes most of his damage through Critical Hits, and later on has
buffs which add hugely to his Critical chance (normal chance is a couple
of
percent, with my Adv set-up and an Agent crit buff, I was making around
25%
Critical Hits in a mission yesterday, that makes a huge difference to the
total damage output). Therefore i would suggest it is better to make the
Critical Scope on th island (both parts from from the cargo droids). This
will be more useful until you can get a high QL targeting or viral scope
which add anything upto +15% critical chance (but around -400 to -500
inits
by that time!

Your Agg/Def bar at the bottom right of the screen adjusts how fast you
attack and how well your evades work. The more "aggressive" you are, the
faster you attack, but the less you concentrate on avoiding incoming
attacks, the more "defensive" you are, the slower you attack, because you
are concentrating on blocking incoming attacks.

At aroud 80% you will be hitting "1/1" without any inits skilled. You then
need to add your weapons speed to this (can't remember what the MA's fists
are, but they aren't sparklingly quick, but not dog slow either, 1.25/2 or
something?). The more you skill you inits (in the case of an MA Physical
Init), the further towards Defensive you can move the slider and still
attack 1/1.  For an MA, I think you need between 1200 and 1500 inits to go
full def and still hit 1/1.

On the island, apart from the Dyna bosses and the big aliens in the
middle,
you'll probably find that 80% or full agg is usable for a quick kill.
Taking on the big mobs, you will find you get hit less if you go full def,
but the mobs take longer to kill - your nanos will also take
correspondingly longer to cast.

This is where the skill comes in, knowing when to move further down the
Agg/Def bar to avoid those incoming attacks, and when to move to full Agg
for a quick kill, because the mob won't do enough damage before he is down
that you can't heal away... It takes practice and with each new TL and new
set of adversaries you will need to experiment. In SL, you will find if
you
are tanking (taking the damage from the mob, either solo or as part of a
team), you will need to be pretty much full def most of the time to stand
a
chance of surviving.

Sorry if this has rambled on a bit, but the battle system in AO is
complex.
There are some very good threads on the official forums about agg/def, add
of offensive/defensive, add damage etc.
 




 2 Posts in Topic:
MA
"-Rhune-" <b  2005-10-15 19:06:19 
Re: MA
David Wright <david_c_  2005-10-16 08:42:45 

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