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Item "Additional Effect" Magic Accuracy and Damage #58

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Make Ammo and Weapons with Additional Effects have Retail Magic Accuracy

For clarity's sake, these aren't live on LSB because the work is not complete and so a PR has not been written to address the complexities of all the different items. However, the data is fairly strong and these matter quite a lot to THFs, RNGs, and other jobs who will actively use bows, crossbows, or items like Acid Dagger or Garuda's Dagger.

LandSandBoat#7899

Item-based additional effects appear to have a magic accuracy skill which tracks with A-skill of your current character level and NOT tied to any kind of combat or magic skill. We have pretty decent data proving Acid Bolt and Sleep Bolt. Spartan Bullet is a special exception.

We also have data on the damage scaling of most elemental ammos, but not all of them (we're still missing throwing weapons like Bombs and a few misc items). Magic Accuracy data on elemental ammos also appears to track with what we've seen with status ammos, but we don't have conclusive evidence.

Magic Accuracy for "Additional Effect" on items should be LEVEL x 3.65 (A-Rating Skill)

NOTE: Additional Effect: STUN appears to have the magic accuracy bonus associated with the spell Stun, or perhaps similar to Shield Bash and Weapon Bash. We observed a considerable magic accuracy bonus when testing Spartan Bullet.

Damage of "Additional Effect" Ammo and Items Varies Wildly

We saw from our testing that ammos appear to be approximately split up "by their expansion", meaning that base-game/zilart ammo "does not scale" (fire arrows), CoP ammo "some scales" (holy bolts), and ToAU ammo "all scales" (water arrows).

In this case, scaling is dSTAT value bonus to damage and/or magic accuracy.

Use 2 Global Rules - One for Ammo, One for Non-Ammo

NOTE: These recommendations do not replicate retail, as different ammos use different rules. However, for the sake of getting things working and feeling good, a global rule will get the job done and make players feel comfortable and confident in their items in the interim.

Ammo Recommendation

Magic Accuracy
LEVEL x 3.65

Damage (most are INT, Holy Bolts are MND)
dSTAT < 20 = 20
dSTAT > 20 = 20 + dSTAT
dSTAT > 100 = 100 + dSTAT/2, MAX+200

Non-Ammo Recommendation

Magic Accuracy
LEVEL x 3.65

Damage (where applicable)
MIN = 3 + item_equip_level / 5, rounded down
MAX = 3 + item_equip_level / 3, rounded down

Example 1: Flame Sword (18) - 6 to 9 Fire Damage
Example 2: Dragon Claws (68) - 16 to 25 Fire Damage

There are notable exceptions such as Sirocco Kukri which has 100% proc rate that will have to be exempted from this rule. However, since the proc chance on many damaging effects is quite low (15% or less typically), weapons doing a bit more damage at higher levels makes sense and will track with player expectations.

How much does Bloody Lance drain for when "additional effect: HP Drain" procs? Nobody knows, nobody uses it. This would "fix" all such obscure and problematic items and individual items can then be resolved on a case-by-case basis as data arrives.

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