

1.5 Magicians: Psykeepers to Mentalists or Elementors to ArcanistsĪs with almost any game, you have the choice to pick out classes at certain levels.1.4 Assists: Ringmaster to Seraph or Billposter to Forcemaster.1.3 Acrobats: Ranger to Crackshooter or Jester to Harlequin.1.2 Mercenary: Knight to Templar or Blade to Slayer.I assume this is how 99% of the Flyff servers handle PvE% unless they specifically re-coded it. I based this on the v15 base source I used for my server and probably many other servers. I hope this helps and if anyone else here spots any mistakes or anything like that please let me know. Its a bit complicated, but basically PvE% is a modifier on how much Attack% you have. So this means that with 1000 Base Attack + 100% Attack + 50% PvE Damage your total output is 3000 Base Attack (which then gets further used in future damage code). PvE% is calculated by taking the Attack Modifier and multiplying it by (PvE%/100) and adding that on top of the original Attack Modifier like this.
#Instanity flyff code#
Now comes in PvE% Damage (And PvP% same code if target is player) Meaning that with 1000 Base Attack +100% Attack.

So at the moment with 100% Attack our attack modifier is at 2.0x. This 2.0x is then multiplied by the base multiplier (1.0x)ġ.0 * 2.0 is ofcourse 2.0x. Then your Attack% Gets added into this by doing 1.0 + (Attack% / 100). In GetATKMultiplier first it looks at your Attack % stat (DST_ATKPOWER_RATE) and creates a base multiplier. but lets say for ease of example that it is 1000. The 'Attack' thats fed into this function is dependent on various factors like your weapon base damage/scaling/skill base damage etc. Which multiplies your attack by a certain values. PvE% as a stat (DST_MONSTER_DMG) is used in GetATKMultiplier Let me explain how PvE% works when you look into the flyff source code. In my case i have tons of IA already, so is 550% PVE is worth more getting 700% IA and 1100 all stats? against monsters So saying if i have more IA than PVE currently in my items, the value of getting more PVE is better than getting more IA? Unless you fancy high numbers (Mobile Cashgrabs might be more suitable if that's the case). Its a waste of time and won't have any balance at all. If it's a server where you can Awake or get them really fast, just Quit. (Remember the times where we had to actually work for those stats and plan around with Breakpoints, Buffs and Awakes to even reach anything near 75 crit and 100 Atk Speed.

(100% Atk Speed and a high Crit rate will always be #1 on the list before you even start.) Treat it around this: 10-15 Adoch vs 3-5 IA vs 0.5-1 PvE on a regular Char and you should be fine. In short, get as much Adoch as you can get, since Powerups will yield lots of IA%, PvE dmg is considered a Endgame Stat, more then 100 would mean sacrificing Adoch or IA. This stat doesn't apply to PvP, keep that in mind. If you have good gear, this will be a "fast" way to increase dmg, unless you have to sacrifice the others. PvE dmg is rather simple, the if you do 200 DMG on a Monster, with 100% PvE dmg you will deal 400. Getting more Adoch will yield more Dmg, even with sacrificing IA (Pve too but with a IA as high as this it's a lesser priority). With this you can clearly see that getting more IA to raise the ATK, followed up with more Pve will increase the dmg more, then adding more Adoch. The same does apply for the other two too. The more IA you can get, the less important it becomes, while the others factors gain value. How much of each stat really depends of too many factors and unless you have the formula and simulate the outcome for the DPS, you can only do so much. Since each server has the possibility to have a different formula lets keep it simple. Its a discussion as old as time, we been through it with the LGA and LCA/Vamp axe, same as the Behe Axe, people went crazy during those times.
