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Summary of SE, SI Damage Boosts for All Classes

Discussion in 'Guides' started by Cerulean, Jan 20, 2021.

  1. Cerulean
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    Cerulean Brown Teddy

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    Night Lord
    • SE increases Triple Throw damage by 53%
    • SI increases Triple Throw damage by 0%
    Code:
    Triple Throw, SE vs. no SE: (0.65 * (150 + 100 + 140) + 0.35 * 150) / (0.5 * (150 + 100) + 0.5 * 150) = 1.53
    Triple Throw, SI vs. no SI: 600/600 = 1 (Faster (2) post-booster)
    

    Shadower
    • SE increases Assasinate damage by 0%
    • SI increases Assasinate damage by 0%
    • SE increases Boomerang Step damage by 4.2%
    • SI increases Boomerang Step damage by 0%
    Code:
    Assasinate, SE vs. no SE: no effect
    Assasinate, SI vs. no SI: 1380 / 1380 = 1 (Faster (2) post-booster)
    Boomerang Step, SE vs. no SE: (0.15* (500 + 140) + 0.85 * 500) / 500 = 1.042
    Boomerang Step, SI vs. no SI: 690 / 690 = 1 (Faster (2) post-booster)
    

    Dark Knight
    • SE increases Spear Crusher damage by 12.35%
    • SI increases Spear Crusher damage by 14.81% (Fast (4) weapon post-booster, e.g. Sky Skis)
    • SI increases Spear Crusher damage by 13.79% (Fast (5) weapon post-booster, e.g. Dragon Faltizan)
    Code:
    Spear Crusher, SE vs. no SE: (0.15* (170 + 140) + 0.85 * 170) / 170 = 1.1235
    Spear Crusher, SI vs. no SI, Fast (4) post-booster: 930/810 = 1.1481
    Spear Crusher, SI vs. no SI, Fast (5) post-booster: 990/870 = 1.1379
    

    Hero
    • SE increases Brandish damage by 4.25% (ACA)
    • SI increases Brandish damage by 19.04% (Fast (4) weapon post-booster, e.g. Dragon Claymore)
    • SI increases Brandish damage by 9.52% (Faster (3) weapon post-booster, e.g. Stonetooth Sword)
    • SI increases Brandish damage by 0% (Faster (2) weapon post-booster, e.g. Red Katana)
    Code:
    Brandish, SE vs. no SE: (0.15 * (260 * 1.9 + 140) + 0.85 * 260 * 1.9) / (260 * 1.9) = 1.0425
    Brandish, SI vs. no SI, Fast (4) post-booster: 750/630 = 1.1904
    Brandish, SI vs. no SI, Faster (3) post-booster: 690/630 = 1.0952
    Brandish, SI vs. no SI, Faster (2) post-booster: 630/630 = 1
    

    Paladin
    • SE increases Blast damage by 3.5% (Holy Charge)
    • SI increases Blast damage by 19.04% (Fast (4) weapon post-booster, e.g. Crushed Skull/Dragon Claymore)
    • SI increases Blast damage by 9.52% (Faster (3) weapon post-booster, e.g. Stonetooth Sword)
    • SI increases Blast damage by 0% (Faster (2) weapon post-booster, e.g. Red Katana)
    Code:
    Blast, SE vs. no SE: (0.15* ((600 + 140) * 1.85) + 0.85 * 600 * 1.85) / (600 * 1.85)= 1.035
    Blast, SI vs. no SI, Fast (4) post-booster: 750/630 = 1.1904
    Blast, SI vs. no SI, Faster (3) post-booster: 690/630 = 1.0952
    Blast, SI vs. no SI, Faster (2) post-booster: 630/630 = 1
    

    Bowmaster
    • SE increases Hurricane damage by 70.67%
    • SI increases Hurricane damage by 0%
    Code:
    Hurricane, SE vs. no SE: (0.65 * (100 + 100 + 140) + 0.35 * 100) / (0.5 * (100 + 100) + 0.5 * 100) = 1.7067
    Hurricane, SI vs. no SI: no effect
    

    Marksman
    • SE increases Strafe damage by 84.8%
    • SE increases Snipe damage by 0%
    • SI increases Strafe damage by 14.28% (Fast (4) weapon post-booster)
    • SI increases Snipe damage by 14.28% (Fast (4) weapon post-booster)
    Code:
    Strafe, SE vs. no SE: (0.65 * (75 + 100 + 140) + 0.35 * 75) / (0.5 * (75 + 100) + 0.5 * 75) = 1.848
    Snipe, SE vs. no SE: no effect
    Strafe, SI vs. no SI: 720/630 = 1.1428 (Fast (4) post-booster)
    Snipe, SI vs. no SI: 720/630 = 1.1428 (Fast (4) post-booster)
    

    Corsair
    • SE increases Battleship Cannon damage by 5.25%
    • SE increases Rapid Fire damage by 11.67%
    • SI increases Battleship Cannon damage by 5% (Faster (3) weapon post-booster)
    • SI increases Rapid Fire damage by 0% (Faster (3) weapon post-booster)
    Code:
    Battleship Cannon, SE vs. no SE: (0.15 * (400 + 140) + 0.85 * 400) / 400 = 1.0525
    Rapid Fire, SE vs. no SE: (0.15 * (180 + 140) + 0.85 * 180) / 180 = 1.1166
    Battleship Cannon, SI vs. no SI: 630/600 = 1.05 (Faster (3) post-booster)
    Rapid Fire, SI vs. no SI: no effect
    

    Buccaneer
    • SE increases Demolition damage by 4.56%
    • SE increases Barrage damage by 7.5%
    • SI increases Demolition damage by 8.96% (Faster (3) weapon post-booster)
    • SI increases Barrage damage by 8.19% (Faster (3) weapon post-booster)
    Code:
    Demolition, SE vs. no SE: (0.15 * (460 + 140) + 0.85 * 460) / 460 = 1.0456
    Barrage, SE vs. no SE: (0.15 * (280 + 140) + 0.85 * 280) / 280 = 1.075
    Demolition, SI vs. no SI: 2190/2010 = 1.0896 (Faster (3) post-booster)
    Barrage, SI vs. no SI: 1980/1830 = 1.0819 (Faster (3) post-booster)
    

    Ice Lightning/Fire Poison/Bishop
    • SE increases all skill damage by 6%
    • SI increases all skill damage by 0%

    Code:
    Mage Skill, SE vs. no SE: 0.15 * 1.4 + 0.85 * 1 = 1.06
    Mage Skill, SI vs. no SI: no effect
    

    Formulas from Nise: https://forum.maplelegends.com/index.php?threads/nises-formula-compilation.36234/
    I will correct any errors pointed out in the comments.
     
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  2. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    6:07 AM
    NoraONE
    Corsair
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    Sweetdreams
    So after talking with some heroes, it seems the way SE is calculated is AFTER ACA. The DPM comparisons were always slightly high when you did

    ( 2.6 (brandish) + 1.4 (SE) ) * 1.9 (ACA).

    Lumping ACA and brandish as one, the numbers started being more accurate.

    ( 2. 6 (brandish) * 1.9 (ACA) ) + 1.4 (SE)

    I need to double check Pally, but it's possible it's the same thing. Where it's ( Blast * Charge ) + SE. I have a pally myself, but I just keep forgetting to check it xD
     
  3. OP
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    Cerulean
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    Cerulean Brown Teddy

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    This is what I suspected, there was a commenter on a thread from way back who said "Sharp Eyes bonus damage is added before multiplying by 2 from berserk, whereas advanced combo attack and Paladin's elemental charges are done first then Sharp Eyes is added on to it afterwards." (https://forum.maplelegends.com/index.php?threads/how-does-sharp-eyes-actually-work.24337/). If this is the case I will update the hero/pally numbers in a bit.

    Edit: Updated Hero/Pally SE numbers

    Edit2: Apparently for pally SE is in fact applied first, which is what I had originally, so corrected once again
     
  4. Nise
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    Nise Supervisor Staff Member Supervisor Game Moderator

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    Sweetdreams
    The only other skill that multiplies is Bullseye from Corsair, but that seems to factor in AFTER SE (as I've managed to test). Which makes sense, as the skill just says it multiplies any damage that comes to the marked target.

    But besides the little warrior thing I mentioned, great work!!! ^^
     
  5. fael
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    fael Skelegon

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    Fael
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    SURRA
  6. fartsy
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    fartsy Zakum

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    Fartsy
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    Pasta
    crit is additive so

    100+40% for crit at 15%
    100 for non crit at 85%

    140*.15+100*.85 = 1.06
     
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  7. fael
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    fael Skelegon

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    Fael
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    humm thanks. im a still a bit confused
    why SE increases differently of a sair then?
     
  8. beegoratto
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    beegoratto Zakum

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    leetoratto
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    As far as I understand it, crit is basically a +flat amount of damage per hit, regardless of the scaling of the attack. Therefore it tends to scale better on faster attacks or attacks that can crit more.
     
  9. fael
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    fael Skelegon

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    Fael
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    yeah but corsairs hit on same speed or even faster than i/l, no? :think:
     
  10. iPippy
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    iPippy Headless Horseman

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    iPippy
    We usually interpret se (crits in general, really) as increasing the effective skill % used in the damage calculation. This is why more weaker lines benefit more from se than fewer stronger lines. Mages don't have skill %, so their crit boost is essentially a straight up damage multiplier, coming out to a 6% boost on the average.

    On a tangent, but related to older comments on this thread: with regards to the damage multipliers from the 3 warriors, both pally charges/ele weaknesses and drk zerk multiply their damage in such a way as to apply their multipliers to the crit extra damage. ACA is alone in applying it's multiplier only to the actual base% and not the crit's bonus, meaning the only reason hero has a better scaling on se than paladin is because they output twice as many lines (and will thus recieve less than their listed 4.25% boost when incorporating single line comas or panics).
     
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  11. HarleyEllis
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    HarleyEllis Pac Pinky

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    5:07 PM
    Harlez
    I/L Wizard, Shadower, Brawler, Corsair
    200
    SE values for assassinate only account for standing. Fully dashing with SE is around an 11% gain.
     
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  12. Xessuz
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    Xessuz Slime

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    Why se dont affect assassinate?
     
    • Disagree Disagree x 1
  13. Gurk
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    Gurk Skelegon

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    Because if it did, that would be a shad buff and we can't have those.
     
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  14. Xessuz
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    Xessuz Slime

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    It is a bit unfair imo :O
     
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  15. LeonardoJF
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    LeonardoJF Horntail

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    ItzLeo
    Paladin
    200
    Favela
    IMG_20250129_115102.jpg
     
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  16. Xessuz
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    Xessuz Slime

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    SURRA
    What is the staff waiting for? :eek:
     
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  17. Ainz
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    Ainz Horntail

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    So many I keep forgetting
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    They've never been particularly punctual with responses, give it 3 years!
     
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  18. TORONTOTOKYO
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    TORONTOTOKYO Wolfspider

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    5:07 AM
    how about we make shadowers depend on SE, by lowering their base dmg?
     
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