드탈 킥데미지 계산식 :
1차 계산 (킥 물리데미지)
=[(힘+민첩-20)/3] × (100+스킬보너스)/100 + 신발데미지 × [100+(힘×힘스텟보너스/100)+스킬보너스+방어구증뎀+오오라보너스]/100
1차 계산 (킥 물리데미지)
= [(힘208+덱180-20)/3]×(100+DTalon208%)/100 + 맥149×[100+(힘208×120/100)+DTalon208%+ED700%+오오라545%]/100
= [(208+180-20)/3]×(100+208%)/100 + 맥149×[100+(208×120/100)+208%+700%+545%]/100
= [368/3]×3.08 + 맥149×[100+249.6+208%+700%+545%]/100
= [122]×3.08 + 맥149×[1.00+2.49+2.08+7.00%+5.45}
= 375.7 + 맥149×18.02 = 375.7 + 맥149×18.02 = 375.7 + 2,684.9 = 맥3,059
- 신발데미지 = 뮈르미돈그리브즈 83민 - 149맥 (신발에 따라 다름)
- 힘 = 208힘 (가정)
- 민첩 = 180민첩 (가정)
- 힘스텟보너스 = 120 (고정값, 불변)
- 스킬보너스 = 드레곤탈론(DTalon) 30스킬일때 208% (가정)
- 증가데미지 = 합 700%, 갑옷 인내 300% 증가데미지, 방패 불사조 400% 증가데미지(방어구의 증가데미지는 적용되나 추가데미지, 민뎀, 맥뎀은 적용 안됨)
- 오오라 증가데미지 = 합 545%, 케릭터무기 마소의 17레벨 마이트 200%, 용병무기 자존심의 20레벨 컨센트레이션 345%
2차 계산 (베넘데미지 추가)
베넘데미지 = 독맥1,130 ×1.25 ×1.25 = 독맥1,765
- 베넘 41스킬일 때 1,110-1,130, 셋트 트랑장갑 착용 중 베넘 시전시 25%증가, 드탈 시전시 25%증가
최종데미지(1차, 2차 합산)
1차 값 + 2차 값 = 맥3,059 + 독맥1,765 = 4,824
(베놈 데미지는 적용되나 스텟 창에 데미지가 표시되지는 않습니다.)
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※ 킥데미지 계산식이 나온 사이트 (일부분 발췌)
Q: How is Kick Damage calculated?
A:This is quite a long answer, so bear with me:
Kick damage formula:
최소데미지 계산법
Minimum Damage=[(STR+DEX-20)/4]*(100+skill_bonus)/100 +
BootMinDam*[100+(STR*StrBonus/100)+skill_bonus+off_weaponED+Aura_bonus]/100
최대데미지 계산법
Maximum Damage=[(STR+DEX-20)/3]*(100+skill_bonus)/100 +
BootMaxDam*[100+(STR*StrBonus/100)+skill_bonus+off_weaponED+Aura_bonus]/100
*Any decimals are rounded down
Legend: (STR+DEX-20)/4) and (STR+DEX-20)/3)
Self-explanatory: Just substitute STR and DEX for your current STR and DEX. Notes: For base kick damage, with no boots, STR and DEX have the same effect on Kick damage. DEX, however, also boosts AR and defense. Thus, in 1.09, DEX was the better choice for boosting your kick damage. This is no longer strictly true in 1.10, but the difference comes in a later part of the equation.
*(100+skill_bonus)/100
The skill_bonus spot is where the ED for DTalon, TS, DFlight, and some other skills such as might get placed (note: this does not include aura bonuses, such as the ED bonus on Might, or ED on equipment, which get added below). If more than one of these sources of ED are present, they get added together and placed into this slot. Remember to put this combined number in absolute terms (e.g.. 1440, not 1440%). Note: DTail's ED bonus is not figured into the equation in this place, it’s actually figured using the result of the kick damage equation (more below).
The next part of the equation dealing with boots and their damage was added in 1.10 (e.g.. everything below until you reach the section on DTail's ED bonus applies). A couple of points worth noting are: 1) This boot damage is added to the normal kick damage, not multiplied with it. 2) The StrBonus is added to the skill_bonus, not multiplied by it. Note: If you aren't going to wear a pair of boots, you may safely omit the following portions of the equation.
BootMinDam and BootMaxDam
These refer to the minimum and maximum damages of boots, respectively. Refer to Diabloii.net's boot listing, or this table:
Note: For the purposes of determining Kick damage, the mods on the pair of boots are irrelevant (+%defense and whether the pair of boots is ethereal also has no effect on Boot Damage). Only the boot type matters.
*(100+str*StrBonus/100+skill_bonus+off_weaponED+Aura_bonus)/100
StrBonus is always 120, regardless of boot type. The skill_bonus slot is handled just as it was in the previous part of the equation. A few paragraphs back, it was noted that DEX is no longer the best choice for increasing Kick damage. Why? While DEX still gives AR and defense, but for pure damage with boots, STR gets figured into the equation twice (once for calculating base kick damage, and again when calculating boot damage) whereas DEX only gets figured into the first part of the equation (base kick damage only).
"off_weaponED" refers to +%enhanced damage that doesn't come from weapons (as long as the ED isn't on a weapon, it is added here. The one exception where non-weapon ED doesn't work with Kicks is the ED on +%ED/Max Damage jewels, regardless of ).
"Aura_bonus" refers to +%enhanced damage that comes from auras like Might, Fanaticism and Concentration.
One last note on fitting in DTail's ED bonus into the equation:
DTail's ED bonus is special, as DTail's ED bonus is multiplied by the result of the above two equations (a property that allows it to get much higher damages than either DTalon or DF, given the same amount of listed Kick ED, per kick). Once you've calculated the results of the above two equations, substitute them into this equation to find the damage of the Fire Explosion attack:
Minimum Damage (the first number you calculated above) * (100+DTail ED bonus)/100 = Minimum Fire Explosion Damage
Maximum Damage (the second number you calculated above) * (100+DTail ED bonus)/100 = Maximum Fire Damage
Here are two examples for calculating Kick damage:
Example No. 1
An Assassin with 200 STR, 100 DEX, slvl 20 TS (charge three currently active, +1440% ED) and slvl 20 DTail(+240% ED), using Myrmidon Greaves, with an slvl 12 Might currently active(+150% ED) and +350% ED on armor:
Minimum Damage=[(200+100-20)/4]*(100+1440)/100 + 83*[100+(200*120/100)+1440+350+150]/100
=(280/4*1540/100) + 83 *(100+ 420+1440+350+150)/100
=(70*1540/100) + 83 *2460/100
=1078 + 2041.8 =3119
Maximum Damage=[(200+100-20)/3]*(100+1440)/100 + 149*[100+(200*120/100)+1440+350+150]/100
=(280/3*1540/100) + 149 *(100+ 420+1440+350+150)/100
=93*1540/100 + 149 * 2460/100
=1432 + 3665 =5097
Minimum Damage=3119
Maximum Damage=5097
In game terms, these two numbers represent the amount of pure Physical damage you do to the monster you target DTail on. Note: If you're releasing DTail on a StoneSkinned or PI monster, reduce the damage of these two numbers accordingly(-80% for SS or -100% for PI), before calculating the Fire AoE damage, below. Incidentally, it's this property of DTail that makes it extremely weak against any type of Physical Resistant monster.
To calculate the damage of the Fire explosion, you multiply these two numbers by DTail's ED bonus:
Minimum Fire Damage=3119 * (100+240)/100 = 10604
Maximum Fire Damage=5097 * (100+240)/100 = 17329
In game terms, these numbers represent the amount of pure Fire damage done to all monster (including the monster you targeted DTail on) in a radius of 4 yards.
Example No. 2
An Assassin with 200 STR, 100 DEX, slvl 20 TS (charge three currently active, +1440% ED) and slvl 20 DTalon(+138% ED), using Myrmidon Greaves, with an slvl 12 Might currently active(+150% ED) and +350% ED on armor:
Minimum Damage=[(200+100-20)/4]*(100+1440+138)/100
+ 83*[100+(200*120/100)+1440+138+350+150]/100
=(280/4*1678/100) + 83 *(100+ 420+1440+138+350+150)/100
=(70*1678/100) + 83 *2598/100
=1174 + 2156 =3330
Maximum Damage=[(200+100-20)/3]*(100+1440+138)/100
+ 149*[100+(200*120/100)+1440+138+350+150]/100
=(280/3*1678/100) + 149 *(100+ 420+1440+138+350+150)/100
=93*1648/100 + 149 *2598/100
=1532 + 3871 =5403
Minimum Damage=3330
Maximum Damage=5403
In game terms, this is the damage of the initial Kick of DTalon (you have to calculate the damages of DTalon's follow-up Kicks separately). However, the subsequent Kicks of DTalon do not gain TS's ED bonus, and hence the skill_bonus should be 138, not 1578, when calculating the damage of each subsequent Kick.
For information regarding Kickspeeds, consult this page.
For information regarding the types of mods that stack on Kicks, consult the first few FAQs of this post.
Special thanks to jrichard for helping us understand the formula (in addition for the answers to a lot of the above FAQs). The above is a simplified version of his own explanation, found here, which is a good read.
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킥에 적용 옵션 (What works)
- Leech (both from equipment and CS)
- Elemental Damage/Venom (note: Venom is only applied on the monster you target DTail on, not the AoE. However, elemental damage on equipment is added onto the AoE. Elemental damage/Venom is applied on every kick of DTalon, and on DF)
- Crushing Blow (강한타격)
- Open Wounds (상처악화)
- Prevent Monster Heal (몬스터회복방지)
- Chance to Cast on Striking
- Hit Causes Monster to Flee
- Ignore Target Defense (목표물 방어무시)
- Hit Blinds Target (눈멀기)
- Hit Slows Target (속도둔화)
- Hit Freezes Target (결빙)
- Chance to Cast on Attacking
- KnockBack (natural) (넉백)
킥에 미적용 옵션 (What doesn't work)
- Weapon damage (무기의 데미지)
- Pierce Target
- Deadly Strike (includes Critical Strike from Claw Mastery) (데들리 스트라이크)
킥데미지 적용, 미적용 옵션 - 사이트 참조
이 글을 작성한 목적은 드탈을 사용만 했지 실제 데미지가 어떻게 나오는지 모르시는 분들이 많아 적용실례를 들었습니다.
이미 몇번 확인한 계산식이니 틀린 부분은 없을 것입니다. 오타는 혹시 있을수도 있겠네요.(없다고 보지만 혹시...)
글을 보시면 알 수 있는 정보가 킥데미지의 원천은 신발이 어떤 것인가가 가장 중요합니다.
더불어 힘에 투자할때 데미지 상승률이 엄청나게 높다는 것, 방어구의 증가데미지나 오오라 등에도 영향을 받는다는 것입니다.
또한 킥에 영향을 미치는 옵션과 영향 받지 않는 것도 적었으니 참고가 되리라 봅니다.
바게 이장은 이만.^^ 물러갑니다.