As I've been re-levelling my dragon, I've started figuring my potential maximum damage at certain MA benchmarks with different combinations of Mana Arrow, Arrow Rush, and Mist of Mana.
I apologize if this has been gone over before, but I thought it might be handy for those who want to understand just where the damage comes from.
Credits go to
this guide entirely for all damage formulae and variables.
My current situation is this:
NeoVritra, Level 47/42 Dragon
Mana Arrow 1
Cure 10
Mana Bottle 1
Mist of Mana 1
20 TM points remaining, 28 will be available at TM 50
My question to myself was, "What combination of Mana Arrow, Arrow Rush, and Mist of Mana will give me the most potential damage for 28 TM?"
So I set 2 benchmarks: MA 100 (close to where I am now, MA 95), and MA 200 (down the road a ways, just to see if this 28 TM
remains efficiently spent at later levels.)
Arrow 10, Rush 10, Mist 7 ASSUMPTION: MA before Mist = 100
(MA-49)*(Power/10)
((128-49)*(126.5/10)) * 6
(79 * 12.65) * 6
999.35 * 6
MAXIMUM POSSIBLE DAMAGE = 5996~5997
ASSUMPTION: MA before Mist = 200
(MA-49)*(Power/10)
((256-49)*(126.5/10)) * 6
(207 * 12.65) *6
2618.55 * 6
MAXIMUM POSSIBLE DAMAGE = 15711~15712
OPINION: Fairly beefy and it keeps all 3 skills at high levels. Should be good, right?
Arrow Master, Rush 10, Mist 5 ASSUMPTION: MA before Mist = 100
(MA-49)*(Power/10)
((122-49)*(138/10)) * 6
(73 * 13.8) * 6
1007.4 * 6
MAXIMUM POSSIBLE DAMAGE = 6042
ASSUMPTION: MA before Mist = 200
(MA-49)*(Power/10)
((244-49)*(138/10)) * 6
(195 * 13.8) * 6
2691 * 6
MAXIMUM POSSIBLE DAMAGE = 16146
OPINION: It gets a little better. Sure, the difference is only 47 points, but that's 47
stable points, since it applies to all six arrows.
Arrow 10, Rush Master, Mist 4 ASSUMPTION: MA before Mist = 100
(MA-49)*(Power/10)
((119-49)*(123.6/10)) * 7
(70 * 12.36) * 7
865.2 * 7
MAXIMUM POSSIBLE DAMAGE: 6056~6057
ASSUMPTION: MA before Mist = 200
(MA-49)*(Power/10)
((238-49)*(123.6/10)) * 7
(189 * 12.36) * 7
2336.04 * 7
MAXIMUM POSSIBLE DAMAGE: 16352~16353
OPINION: It can still get better, apparently, but this extra damage has a catch: you have to land the extra arrow to get it. As a result, it's unstable, and if you only land 6 arrows, your damage will be inferior to the last build's.
Arrow Master, Rush Master, Mist 2 ASSUMPTION: MA before Mist = 100
(MA-49)*(Power/10)
((113-49)*(134.9/10)) * 7
(64 * 13.49) * 7
863.36 * 7
MAXIMUM POSSIBLE DAMAGE: 6043~6044
ASSUMPTION: MA before Mist = 200
(MA-49)*(Power/10)
((226-49)*(134.9/10)) * 7
(177 * 13.49) * 7
2387.73 * 7
MAXIMUM POSSIBLE DAMAGE: 16714~16715
OPINION: Holy cow, we just hit the motherlode. Now, I personally was a bit surprised here - I thought sacking that much Mist for Arrow/Rush mastery would reduce my overall damage, but instead, it's increased it. You do lose out a bit at MA 100, compared to mastering JUST one of the two arrow skills, but down the road you'll outstrip the both of them, and to me, that's worth it. It's also fairly stable - the arrow mastery improves all seven arrows, and you have that potential to land the 7th arrow for extra pain. Now correct me if I'm wrong, but I'm not seeing a downside here.
So, judging from these numbers, a lot more damage comes from your Arrow/Rush skill level than I initially thought. Mist can play a big role, no doubt, but when it comes to choose which to pump/master first, fundamentals first, then buffs. Should save you on MP in the long run, too, since you're using a lower-levelled (and thus cheaper) variant of Mist.
Any questions, thoughts, criticisms?
EDIT: Before I forget, I realize that some of the end values have a 1-point range listed. This is because I'm not sure whether the game rounds decimals down or up when determining damage.
ANOTHER EDIT: I should mention that the maximum possible damage rating does is
before you apply the victim's MD/resistance/skill effects, and it does
not consider the effects of crits. If you are prone to scoring criticals on an arrow rush, your end result damage will likely be higher than what's listed here, and you'd be better off with the builds that sport Rush Master, as this would give you an extra arrow, and thus an extra opportunity to crit. In summary? Your mileage may vary, these are just raw the raw numbers.
UPDATE! I've now reached the point where I can practice what I'm preaching. I went with master arrow and master rush, with 2 mist - I'm pleased to find that I can easily kill Tritches (L80 Power, Magic Weak) in one cast 90% of the time and Mimics (L71 Sense, Dark Weak) 75% of the time. Aposis (L80 Charm, Magic Resist) goes down in two rushes, DESPITE her magic resistance and charm type. With the 1432 build, I miss maybe 1 arrow out of every rush, on average, even on enemies nearly 20 levels above me. A little over a third of my rushes land without a single miss. The only things that give me any trouble are magic types with magic resistance, as their natural MD is nuts. I'll also enjoy a nice, steady increase in power with each TM level gained - I can just dump that point into Mist, and reap the bonus with each consecutive TM level.