So a lot of the skills here have either misleading or even completely wrong descriptions that do not match what the skills do. I see a lot of people get confused or believe in wrong things due to this (for example I saw people think combo attack will give them 220% damage when it only gives 140%) I have a level 18 Paralyze skill on my FP mage and the description says it only has a 40% mastery at this level yet the damage it does is very stable (around 19-26k) which is only possible with 80% mastery or so. Other mage skills could be wrong like that too. Other examples are Critical Shot/Throw who say 200% damage yet they don't double your damage but simply add a +100% damage on top of the original skill damage. SE also says it gives +40% when in fact it gives +140% damage on top of the skill for every class who isn't a mage (that's why SE is so strong) The archer skills Hamstring/Blind do not work on bosses so some people might have leveled them and then found they are completely useless. Combo attack has a completely wrong description where it says it gives 220% damage but it only gives 140% like I said. The bucc skill Barrage doesn't mention that the 2 last hits deal more damage than the previous ones, and Energy Charge doesn't mention the 90% stance which is the most important thing about it. Summons (like Phoenix) don't mention that their damage isn't based on your range but another formula with STR and DEX as the only factors. And so on I'd suggest changing the descriptions into more accurate ones since it's just a few lines of text that needs to be changed, yet it will help people realize what skills do without finding guides or asking people
- If you add 100% of one number over itself, it's the double of the first said number. The Critical Shot/Throw says that the critical damage is 200% of the original damage (100%=1, 200%=2, then x2 damage) If you change it to "addittional 100% damage" will, not only sound weird, but also not change anything. - The same as above, it's a matter of understanding the difference on (x140% and +40%) Also it does indeed increase the damage for mages, but since they didn't have, previously, any critical chance, that damage increase will rarelly show up. - There is no buff/debuff that works on bosses on the game (except for the recent reworked warrior debuffs made on royals specifically) So there is no need to specify it on the description. - Combo doesn't originally give +220% damage (unless they changed it on royals), but +220% attack (which is meant to your base attack) That could make difference on the formulas. Lots of descriptions are just as simple as they meant to be, formulas are things players made by themselves to understand how the damage works, it's not something needed inside the game UI. Believe or not, there are a wide portion of players that doesn't care about damage itself, either about formulas. Now, if you specify skills that are WRONG, like nemo posted above, then yeah that's something to work on.
To be honest your post kinda proves that the descriptions really mislead people lol Critical doesn't double your damage but only add 100% on top of it. For example if you used lucky seven a critical would do 250% and not 300%, because the base damage is 150%. SE also gives you +140% and not +40% like the skill says (unless you're a mage). A lucky seven hit with SE would do 390% damage (150+100+140) Hamstring did work on bosses in old source so it's kinda weird it doesn't work now, and probably need to be explained. Combo obviously doesn't give you +220% damage, otherwise the hero class would be by far the strongest class in the game and would deal like 199k in every brandish hit It only multiplies your damage by about x1.4 or so (with 5 orbs)
Berserk DRK skill descrption says it gives +200% dmg. But I believe in reality it gives +100% dmg (or 2x dmg). Pretty big difference
I haven't logged into my Bishop for a long time. Does Holy Symbol still say "It becomes fully effective only when there are more than 2 members of the party around"? If yes, then it's misleading, because HS actually becomes fully effective (150%) when 2 or more members of the party is around.