Crit damage increases your base crit damage which is 150%. Crit damage is capped at 300%, if i recall it right. (EDIT pass 300% will have diminishing effect.) Of all% increase, DMG is superior because it affects all modifiers including refine atk, penetration, etc. For weapon enchants, I would personaly go for archer (atk%) then crit damage. Attack% will always give more damage (because it works on crit and non crit). But the caveat is, its easier to increase Crit Dmg%. The best example for this is the sniper. Maxed Tights and Mystery easily give +24% ATK but Maxed Crab bow and Snipe suit give a whopping total of 62% Crit Dmg. TL&&DR: Best to balance both stats but Crit Dmg is.
Tyrannical Armor
equipment
Item Info
Item Type | equipment |
Max Stack | 1 |
Sell Price | |
Tradeable | Yes |
Storageable | Yes |
Equipment Info
Type | Armor |
Jobs | |
Effects |
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Upgrade of | Beast Heart |
Craft Info
Craft Materials |
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Upgrade Process of Beast Heart
Stage II AGI +4, Critical +3 |
Stage IV When using swords, Crit.Dmg +10% |
Stage VI Def +20, Max HP +400, AGI +2 |
Stage VIII With sword equipped: when refining +10, Atk +2%, Crit.Dmg +3%; when refining +15, Atk +3%, Crit.Dmg +5% |
Stage I - Material |
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Stage II - Material |
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Stage III - Material |
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Stage IV - Material |
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Stage V - Material |
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Stage VI - Material |
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Stage VII - Material |
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Stage VIII - Material |
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Many Rangers are asking what is the Diminishing return that some people at discord are talking about or by the Ranger Player in CN?
Today i will be gladly explaining it at here, it will be hard to explain just by putting what i know here in my guide. but i can gladly accept questions about it.
But first lets tackle whats the meaning of Diminishing return in Gaming Terms.
'In gaming, the law of diminishing returns (DR) governs the gradual loss of effectiveness of a spell or ability on continual use. Simply put, the more you abuse a skill, the less effective it becomes.'
Now lets start, on the chart you will see the total Crit Dmg% and on the right sight side is the equivalent physical dmg increase per 10% Critdmg.
The Base crit damage is 150% meaning that if you deal a normal dmg of 1000, it would be 1500 in critical dmg. Now lets look at the chart again. We can see that at base 150% crit damage you can have an equivalent 6.70% Increase damage if you add a 10% crit dmg (Enchant or Unlock), and it will gradually decrease if you reach 200% which is at 5% Dmg Inc. Which is still good. Reason is that you cant get a 5% dmg inc enchant but a 10% crit dmg enchant is possible.
A total of 300% is sufficiently enough if you have a good enchant for some of your equipment like 3% and above. therefore 150% base + Exceed Break 100% + Unlock and Guild Blessing example value is + or - 51% = 301%. And if we look at the chart that is already less or equal to 3% dmg inc if you still add a 10% Crit Damage Enchant in your current total Crit Damage.
Ragnarok Mobile Atk Vs Crit Dmg Vs
However an Additinal Crit Dmg modifier that is more than 10% is not included in to the diminishing return, so you can still equip FiB.
Ragnarok Mobile Atk Vs Crit Dmg Download
I hope that i was able to explain it good. If you have questions or my explanation isnt clear you can still ask me via discord. My ID is in the Got Questions tab.