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  1. #1

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    I think i'm getting where the 6% comes in. going by what you said, say the original damage is as follows:

    5000 base, atk buffs add 20% (so 1.2), damage buff is 2.2 cause a skill went off, and it did a critical so 1.5

    that's the following:

    5000 * 1.2 * 2.2 * 1.5 this equals 19,800

    but if that crit damage increase is +10%, then it's this:

    5000 * 1.2 * 2.2 * 1.6... this is 21,120

    unless my math or something is off, the end results would be 19,800 without crit damage, and 21,120 with it.

    21,120/19,800 = 1.066666.... which honestly would round up to 6.7% or 7% with a flat number. that sounds about right.

    but i'm not sure why 1-turn is in it's own thing. i might not have noticed anything when i used it cause i thought it was 10% atk just added to the total for a turn (still put it on whaleship though due to trying to deal a lot of damage to the crystal in case a non-crit team appears)
    Last edited by MagicSpice; 11-08-2018 at 03:02 AM.

  2. #2

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    When your team is 75~80% crit, this is a massively useful ability to have on anyone without type advantage.

    Flower Knight Commander | IGN: Ampchan | FKGID: 300316473 | Discord Name: Ampchan
    Total Power: 658K | 41/52 Current Allies | Level 165 | FKG Discord Channel

  3. #3

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    Quote Originally Posted by Ampchan View Post
    When your team is 75~80% crit, this is a massively useful ability to have on anyone without type advantage.
    That, or a fight lasts more than 1 turn like the 600k power concept stages...

    In those cases, you're easily better off with crit/weakness up over the atk up for a turn

    Raid bosses is one thing, but now we're getting content where you can't just one shot things into oblivion

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