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Cabal

Analysis of the Vampiric Jewelry Issue in Cabal 2

I have a slightly different perspective on the community’s discussions regarding the calculation of vampiric gear. Through multiple practical tests, I have gathered insights into the vampiric aspects of monster encounters:

Example Character: Level 80 Archer with area-of-effect skills Shadow Arrow and Explosive Shot, facing approximately 30 monsters per attack, with a vampiric cap of 70 and a vampiric rate of 6%. The average damage displayed per monster during the cow farming session is around 1000.

Notes:

  • While the number of cows exceeds 30 during farming, some are unable to attack due to game mechanics, so the number is approximately set at 30.
  • The vampiric cap includes not only jewelry but also inherent attributes, and often equipment such as gloves and helmets carry vampiric properties.
  • The vampiric rate is obtained through the use of two rings and two bracelets, a common setup that players adopt.
  • The damage figure of 1000 is an average value, factoring in both critical and non-critical hits.

Analysis:
Using a basic algorithm, the vampiric calculation would be 1000 * 6% = 60 per monster, and with 30 monsters, the vampiric gain would be 30 * 60 = 1800. However, when practically applied, a level 80 Archer, even with minimal HP-boosting passives and +3/+4 Honor gear for cow farming, experiences challenges. It often requires occasional retreats for healing, and the actual vampiric gain per hit is around 800, not the theoretical 1800.

In reality, despite the theoretical vampiric values suggesting that an Archer can sustain indefinitely, the need for occasional retreats and a reasonable HP buffer contradicts this notion. A level 80 Archer in +4 Honor gear typically requires a transformation skill for Boss encounters and occasionally needs to move for healing, indicating that the vampiric numbers might not be as straightforward as the calculated values suggest.

In group scenarios with characters below level 85, the situation becomes more apparent, with teams experiencing frequent defeats and respawning. It is essential to check if there are high-level characters contributing to the group’s defenses.

Conclusion:
The vampiric numbers for characters are not simply calculated based on the surface damage multiplied by the vampiric percentage or the vampiric cap. There seems to be a correlation with the “damage value” attribute found in weapons and scrolls. However, the exact calculation appears complex and might deviate from previously shared forum formulas. Further experimentation is encouraged, as my attempts to decipher a precise formula have not been conclusive.

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