⛓️✅❌ It can be tricky to determine how much lock or dodge you should aim for. How much is enough? How much is too much?
👁️📈🐲 This table offers you an overview of all the losses you would inflict to or suffer from the lvl 186+ mobs, based on your lock (or dodge) and your orientation (or the orientation of the mobs that lock you).
You will also see - and maybe that's the most valuable - how much points you lack in lock or dodge to better lock / dodge the mob, or how much lock or dodge you have in excess (and that could be reallocated elsewhere, without changing the losses that you would inflict or suffer).
🟩🟨🟦🟪 Please note that the excess / deficit values are highlighted in color, so that you can easily check the table and think "I only need 7 more lock to make that mob lose 1 more MP", or "if I lower my dodge of 24 points, it will not make any difference in the losses that I suffer against the mobs of that level bracket".
⬛ The mobs that cannot (or should not) be locked are greyed out, and will not be highlighted by this feature.
👁️ This tool offers you an overview of the MP / AP losses inflicted to or suffered from the various mobs of the 186+ level brackets.
📝 This calculator has 2 modes: Lock and Dodge.
Choose the Lock mode if you know your Lock, and you want to check the MP / AP losses that you will inflict to the lvl 186+ mobs when you lock them
Choose the Dodge mob if you know your Dodge, and you want to check the MP / AP losses that you will suffer from the lvl 186+ mobs when you dodge them
📝🪜 In the cell dotted with blue lines next to "Bracket", choose one of the 3 lvl 186+ bracket (200 / 215 / 230). The mobs from that level bracket are then displayed below in the body of the table.
📝 Input your Lock or Dodge in the cell dotted with blue lines that begs asks for it. (go to horny jail)
📝🔄 Finally, choose the orientation of the locker (Face / Side / Back).
If you are in Lock mode, you are the locker. If you are in Dodge mode, the 186+ mobs are the lockers.
👁️📈🐲 The overview of MP / AP losses inflicted or suffered are displayed next to each time of the selected level bracket.
⬛ Some mobs cannot be locked (9-tiles mobs for instance). These mobs are greyed out when you are in Lock mode, and thus, their MP / AP losses are not displayed.
📈 The picture at the bottom of this page will help to illustrate how to read the table:
In this example, next to the mob, you can see 6 columns split in 2 times 3 columns. The 3 columns on the left part are dealing with MP losses, and the 3 columns on the right part are dealing with AP losses.
The column which reads "MP" written above shows you the MP loss inflicted to (or suffered from) the mob.
🟩 MP losses are colored in shades of green, from lighter green (low losses) to darker green (high losses), so that you can better visually grasp the losses in this rather large table. Null losses are colored in grey.
In our example, the MP loss is equal to 4.
On each side of the "MP" column are "+1" and "-1" columns. These columns detail how much Lock or Dodge you would need to increase or decrease by 1 the MP loss inflicted or suffered.
⬛ When the loss is already maximal (4), the "+1" column is blackened (since it is not possible to inflict or suffer more than the maximal loss - who would have guessed?). Following the same logic, when a loss is already minimal (0), the "-1" column is blackened (since it is not possible to inflict or suffer less than the minimal loss).
In our example still, the loss (4) is already maximal, so the "+1" column that should show you how much Lock or Dodge you would need to increase by 1 the MP loss inflicted or suffered is blackened. On the other hand, the "-1" column shows you that you would need to lose 256 Lock (or Dodge) to decrease the MP loss inflicted (or suffered) by 1 (and thus, to inflict or suffer a 3 MP loss instead of 4).
The same logic can be extended to the 3 columns on the right that deal with AP losses.
The column which reads "AP" written above shows you the AP loss inflicted to (or suffered from) the mob.
🟦 The AP losses are colored in shades of blue, from lighter blue (low losses) to darker blue (high losses), so that you can better visually grasp the losses in this rather large table. Null losses are colored in grey.
In our example, the AP loss is equal to 3.
On each side of the "AP" column are "+1" and "-1" columns. These columns detail how much Lock or Dodge you would need to increase or decrease by 1 the AP loss inflicted or suffered.
⬛ When the loss is already maximal (4), the "+1" column is blacked (since it is not possible to inflict or suffer more than the maximal loss). Following the same logic, when a loss is already minimal (0), the "-1" column is blackened (since it is not possible to inflict or suffer less than the minimal loss).
In our example still, the "+1" column shows you that you would need 231 more Lock or Dodge to increase the AP loss inflicted (or suffered) by 1 (and thus, to inflict or suffer a 4 AP loss instead of 3). The "-1" column shows you that you would need to lose 610 Lock (or Dodge) to decrease the AP loss inflicted (or suffered) by 1 (and thus, to inflict or suffer a 2 AP loss instead of 3).
🟩🟨🟦🟪 In order to help you to target the next significant gains or losses, the lowest values from the "+1" and "-1" columns are highlighted in color.
In other words, this color coding shows you which mobs you may better lock or dodge, with a minimal change in Lock or Dodge.
A written example is displayed above the calculator to help you to understand the table.