Miyu's Magical Adventures Mage Guide: Difference between revisions

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<h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Modifier stacking</span></span></h2>
<h2><span class="mw-headline" id="About_Arch_Mage"><span style="color:rgb(153,73,0); font-family: sans-serif; text-shadow: 1px 1px 2px black; font-size: 2rem">Modifier stacking</span></span></h2>


<h3><span class="mw-headline" id="Diminishing_Returns">Diminishing Returns</span></h3>
<h3><span id="How_Does_Diminishing_Return_Work_in_Ragnarok_Online.3F"></span><span class="mw-headline" id="How_Does_Diminishing_Return_Work_in_Ragnarok_Online?" style="font-size: 1.2em;">How Does Diminishing Return Work in Ragnarok Online?</span></h3>
<ul><li>Diminishing returns governs the gradual loss of effectiveness of
<ul style="font-size: 1.2em;">
a stats or modification on continual use or if hoarded in huge pair of  
    <li>The law of diminishing marginal returns states that, at some point, adding more of a particular input (such as stat points or resources) will result in progressively smaller increases in output (such as damage or effectiveness).</li>
stacks. Simply put, the more you abuse a stat or a modification, the
</ul>
less effective it becomes.</li></ul>
<pre style="font-size: 1.2em;">In simpler terms: "Too much of something can be counterproductive, leading to higher costs and reduced effectiveness."</pre>
<dl><dd>it is to encourage variation in gameplay, many games make player
<dl style="font-size: 1.2em;">
effort have less and less effect after a certain point. This reduction
    <dd>This concept becomes clear when applied to Ragnarok Online, where the following examples are commonly experienced by all players:</dd>
of usefulness in invested actions and Resources</dd></dl>
</dl>
<ul><li>Gravity inverts this in before its renewal patch for its
<p style="font-size: 1.2em;"><b>Raising Stats (Str, Agi, Vit, Int, Dex, Luk)</b></p>
offensive stats; while the cost to increase a stat went up as it got
<ul style="font-size: 1.2em;">
higher, you'd get bonus damage when you reach certain points (for
    <li>Raising a stat from 1-10 (<b>Output</b>) costs <b><span style="color:Green;">2</span></b> points (<b>Factor of Production</b>).</li>
example, every 10 str points gave a melee attack bonus). This bonus
    <li>Raising a stat from 81-90 (<b>Output</b>) costs <b><span style="color:Orange;">10</span></b> points (<b>Factor of Production</b>).</li>
grows as you reached higher and higher stats, to the point that
    <li>Raising a stat from 126-130 (<b>Output</b>) costs <b><span style="color:Red;">36</span></b> points (<b>Factor of Production</b>).</li>
oftentimes that it was worth paying more for the higher stat (so you'd
</ul>
have less total stats), if it meant reaching a damage bonus. The renewal
<p style="font-size: 1.2em;">As you continue to raise the same stat, you will need to allocate more and more points (factor of production) to gain just one more point in the stat (output). This is a clear example of how diminishing returns work in Ragnarok Online.</p>
patch changes this behavior.</li></ul>
<ul style="font-size: 1.2em;">
<p><br>
    <li>Whether 1 additional point in the 126-130 range is more valuable than 1 point in the 1-10 range depends on your individual goals. However, if you decide to invest in gear that boosts another stat, that's also a viable option.</li>
</p>
</ul>
 
[[File:Miyu_Diminishing_return.png|600px]]
 
<h3 style="font-size: 1.2em;"><span class="mw-headline" id="Stacking_Modifiers">Stacking Modifiers</span></h3>
<pre style="font-size: 1.2em;">Modifiers in the game come in several types: (Race, Size, Element Property, Boss, Normal, Skill)</pre>
<ul style="font-size: 1.2em;">
    <li><b><span style="color:Brown;">General Rule of Thumb:</span></b></li>
</ul>
<p style="font-size: 1.2em;">It is better to distribute modifiers across different types rather than stacking multiple copies of the same modifier. "Diminishing returns" sets in once you apply multiple instances of the same modifier.</p>
<p style="font-size: 1.2em;"><b>Although it's possible to exceed 100% for a single modifier, this is only effective if the modifiers are balanced with other types.</b></p>
<pre style="font-size: 1.2em;">(Example: 120% Neutral Property + 50% Medium + 30% Boss) is more effective than (Example: 200% Neutral Property + 10% Medium + 10% Boss)</pre>
<p style="font-size: 1.2em;">______________________________________________________________</p>
 
<h3 style="font-size: 1.2em;"><span class="mw-headline" id="Modifier_Good_and_Bad-o-meter">Modifier Effectiveness Meter</span></h3>
<p style="font-size: 1.2em;">▶ In late-game, it’s common to achieve high percentages for modifiers (e.g., 200% or more) due to new cards and equipment introduced in updates. <br><b><span style="color:Brown;">However, to maximize damage, it's important to balance modifiers across different types.</span></b></p>
<p style="font-size: 1.2em;">▶ Stacking the same modifier type excessively leads to reduced overall efficiency, as modifiers of the same type are additive, while different types are multiplicative.</p>
<ul style="font-size: 1.2em;">
    <li>Raising a Racial Modifier in this manner: <b><span style="color:green;">100%</span></b> → <b><span style="color:blue;">200%</span></b> → <b><span style="color:orange;">300%</span></b> → <b><span style="color:red;">400%</span></b> → <b><span style="color:indigo;">500%</span></b>+</li>
    <li>Raising an Elemental Modifier in this manner: <b><span style="color:green;">100%</span></b> → <b><span style="color:blue;">200%</span></b> → <b><span style="color:orange;">300%</span></b> → <b><span style="color:red;">400%</span></b> → <b><span style="color:indigo;">500%</span></b>+</li>
    <li>Raising a Size Modifier in this manner: <b><span style="color:green;">100%</span></b> → <b><span style="color:blue;">200%</span></b> → <b><span style="color:orange;">300%</span></b> → <b><span style="color:red;">400%</span></b> → <b><span style="color:indigo;">500%</span></b>+</li>
    <li>Raising a Special Modifier in this manner: <b><span style="color:green;">100%</span></b> → <b><span style="color:blue;">200%</span></b> → <b><span style="color:orange;">300%</span></b> → <b><span style="color:red;">400%</span></b> → <b><span style="color:indigo;">500%</span></b>+</li>
    <li>Raising a Skill Modifier in this manner: <b><span style="color:green;">100%</span></b> → <b><span style="color:blue;">200%</span></b> → <b><span style="color:orange;">300%</span></b> → <b><span style="color:red;">400%</span></b> → <b><span style="color:indigo;">500%</span></b>+</li>
</ul>
</br>
<ul style="font-size: 1.5em;">
Efficiency tiers for stacking modifiers:
</ul>
<ul style="font-size: 1.2em;">
⬤ Balanced distribution: <b><span style="color:green;">Good</span></b> </br>
⬤ Minor imbalance: <b><span style="color:blue;">Okay</span></b> </br>
⬤ Heavy stacking of one type: <b><span style="color:orange;">Bad</span></b> </br>
⬤ Extreme stacking: <b><span style="color:red;">Worst</span></b> </br>
⬤ Neglecting other types: <b><span style="color:indigo;">Futile💀</span></b> </br>
⚠️Key Tip: Always aim for a balanced approach by distributing modifiers evenly across Race, Element, Size, Special, and Skill types to maximize total damage.
</ul>
</br>
<p style="font-size: 1.2em;"><b> Modifier Types:</b></p>
<p style="font-size: 1.2em;"><b><span style="color:red;">Race</span></b>: (Angel, Demon, Demi-Human, etc.) <br>
<b><span style="color:blue;">Element</span></b>: (Wind, Fire, Water, earth, etc.) <br>
<b><span style="color:indigo;">Size</span></b>: (Small, Medium, Large) <br>
<b><span style="color:green;">Special</span></b>: (MVP, Mini-bosses, Non-boss) <br>
<b><span style="color:Orange;">Skill</span></b>: (Comet, Soul Expansion, etc.) <b>Skill Modifiers are treated as "<span style="color:Brown;">Final</span>" Modifiers.</b><br>
<b><span style="color:Brown;">Modifiers of the same type are additive, while modifiers of different types are multiplicative.</span></b></p>
 
<p style="font-size: 1.2em;">To determine the total damage increase from your card combo, follow this formula:</p>
<p style="font-size: 1.2em;"><b><span style="color:red;">Race</span></b> x <b><span style="color:blue;">Element</span></b> x <b><span style="color:indigo;">Size</span></b> x <b><span style="color:green;">Special</span></b> x <b><span style="color:Orange;">Skill</span></b> Modifiers = Total Damage Increase %</p>
<pre style="font-size: 1.2em;">(1) x (1) x (1) x (1) = 1 or 100%</pre>
or
<pre style="font-size: 1.2em;">(1 + Race Modifier) × (1 + Element Modifier) × (1 + Size Modifier) × (1 + Special Modifier) × Skill Modifiers</pre>
 
[[File:Miyu modifiers.png|300px]]
 
 
<p style="font-size: 1.2em;">______________________________________________________________</p>
<p style="font-size: 1.2em;"><b>We’ll be using these cards as example:</b></p>
<ul style="font-size: 1.2em;">
<li><b>Zakudam Card [<b><span style="color:red;">Race</span></b>] – Increase damage on Demi-Human monster by 10%.</li>
<li><b>Magic Poison Plaga Card [<b><span style="color:Blue;">Element</span></b>] – Increases Neutral Property damage by 30%.</li>
<li><b>Mutated White Knight Card [<b><span style="color:indigo;">Size</span></b>] – Increase damage inflicted on Medium and Large size monster by 25%. MATK + 15</li>
</ul>
<p style="font-size: 1.2em;"><b>We’ll be using (Demi-Human / Player) as our Target:</b></p>
<ul style="font-size: 1.2em;">
  <li>Properties: [Demi-Human, Medium, Neutral] <br></li>
</ul>
<p style="font-size: 1.2em;"><b><span style="color:Brown;">Tip: Players are considered as Demi-Human in race and medium size monsters and are neutral property by default</span></b><br><br></p>
<p style="font-size: 1.2em;"><b>Using the cards above, we'll have the following formula when you compound those cards in your 4-slotted weapon:</b></p>
<ul style="font-size: 1.2em;">
<li><b>Zakudam Card</b>, <b>Zakudam Card</b>, <b>Zakudam Card</b>, <b>Zakudam Card</b></li>
</ul>
<ul style="font-size: 1.2em;"><b><span style="color:red;">(1 + 0.1 + 0.1 + 0.1 + 0.1)</span></b> x <b><span style="color:blue;">(1)</span></b> x <b><span style="color:Indigo;">(1)</span></b> x <b><span style="color:Green;">(1)</span></b> = 1.40 or 140% Increased in Damage</ul>
<ul style="font-size: 1.2em;">
<li><b>Zakudam Card</b>, <b>Zakudam Card</b>, <b>Zakudam Card</b>, <b>Mutated White Knight Card</b></li>
</ul>
<ul style="font-size: 1.2em;"> <b><span style="color:red;">(1 + 0.1 + 0.1 + 0.1)</span></b> x <b><span style="color:blue;">(1)</span></b> x <b><span style="color:Indigo;">(1 + 0.25)</span></b> x <b><span style="color:Green;">(1)</span></b> = 1.625 or 162.5% Increased in Damage</ul>
<ul style="font-size: 1.2em;">
<li><b>Zakudam Card</b>, <b>Zakudam Card</b>, <b>Magic Poison Plaga Card</b>, <b>Mutated White Knight Card</b></li>
</ul>
<ul style="font-size: 1.2em;"> <b><span style="color:red;">(1 + 0.1 + 0.1)</span></b> x <b><span style="color:blue;">(1 + 0.3)</span></b> x <b><span style="color:Indigo;">(1 + 0.25)</span></b> x <b><span style="color:Green;">(1)</span></b> = 1.95 or 195% Increased in Damage</ul>
<ul style="font-size: 1.2em;">
<li><b>Zakudam Card</b>, <b>Zakudam Card</b>, <b>Magic Poison Plaga Card</b>, <b>Magic Poison Plaga Card</b></li>
</ul>
<ul style="font-size: 1.2em;"><b><span style="color:red;">(1 + 0.1 + 0.1)</span></b> x <b><span style="color:blue;">(1 + 0.6)</span></b> x <b><span style="color:Indigo;">(1)</span></b> x <b><span style="color:Green;">(1)</span></b> = 1.92 or 192% Increased in Damage</ul>
<p style="font-size: 1.2em;">So we can therefore conclude that using a maximum of 2 cards per modifier type is more effective than using 4 of the same cards.</p>




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