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You Will Never Walk Alone - Recent damage formula updates - Powered by XMB 1.9.3 Nexus (Final)

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Topic Review
Soloman

[*] posted on 10-7-2008 at 01:07 AM
Foreigners always seem to be one-up on us. Japanese are leaders in technology, Indians handle are tech support, and Mexicans are taken our blue-collar jobs. :D
Ken

[*] posted on 17-6-2008 at 10:52 PM
What we need are a few Japanese players that can speak english. They all seem to understand this stuff....
Emjai

[*] posted on 2-5-2008 at 08:14 PM
Wow after rereading that a long time after... I make little to no sense, but i still know what my point was
Emjai

[*] posted on 21-9-2007 at 11:46 PM
hey from what i know pre-fix-update, they had monk dmg capped at 2.0 pdif or whatever the fuck that means, but basically, it was so that your dmg was set to a max potential... pre-pre-update, it was like 1.5-2.5 or some shit, so it just actually avetaged out to 2.0 more or less. i myself like seeing varying nimbers, it boosts the ego to hit a higher number instead of being evened out. but anyways, i know they fixed it back towards the previos formula in same way, but i think they increased it ever so slighty. nut ya im a few beers under. peace
Soloman

[*] posted on 20-9-2007 at 03:52 PM
Everyone knows about the recent changes made to two-handed weapon damage formulas by now. I was just curious on everyone's reaction on the whole thing. I didn't really get much experience on the whole two-handed weapon part of it but I definitely noticed a difference with my hand-to-hand damage when I was camping with my monk. I was decked out with some random agility/evasion gear and none of my artifact gear. I was doing 104 normal damage and 156 critical damage. After the update where they addressed the glitch in the formula that made dark knights, samurai, etc . . . gods, my damage was varied again like it should be.

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