You can show me this and I can show you test done by JP guy who is very good player and test was very detailed and it showed it is about 1 to 1. I wont give you link because it's in the same thread you posted...
It should be 1:1. That would make the most sense
as the accuracy and attack from Sword skill behave the same way normal sword skill would. OFC only applying to the main hand.
They would have had to go out of their way to program it to be different than the other associated stats on the ilvl vomit.
The "weapon" fake skill also does
not translate into a 1:1. It is also roughly 1:0.9.
This is easily seen as you get +~220 accuracy in /checkparam; but you don't get +242 for your average 119 weapon.
The thing about skill:derived stats is that there are arbitrary ranges for when skill:acc/atk is 1:1, 1:0.8, 1:0.5, or 1:0.9.
For the 400+ (probably @450, but it's 100% arbitrary) we have at capped skills, it's 1:0.9. (But also if the skill is lower than the break, then the fake skill is translating at a different conversion rate. This is why you'll get some ±1~2 from /checkparam using just 0.9. There's a conversion break somewhere in there and ain't nobody got the time to find that.)
We have 1 test that shows that back in the 75era skill:Macc was 1:1... this was also the ranges of available skill that skill:acc was also 1:1... and we confirm that physical accuracy isn't always 1:1... nothing in this game ever has been... so it has always been erroneous to have assumed skill:Macc is always 1:1.
As for progamming... nah. the fake weapon type skill is the same as if you had +n of that skill type. Macc Skill is likewise the same as if you had +n of the relevant magic for whatever is being cast.
e.g. your Macc Skill +250 is the same as if you had +250 elemental magic skill whenever you cast an elemental magic spell.
Quetzalcoatl.Wakmidget said:
»I remember how to gauge pieces stat-wise when comparing INT and MAB. But where does Magic Damage come into the formula?
I mean no offense to you, but you need to forget that cancerous stupid that has plagued the ENG side of this game for centuries ASAP.
INT has no conversion or comparison to MAB, and it never has had.
INT converts into
magic damage; the new stat you're unfamiliar with which is just +n to the base damage of a spell.
Again, not you specifically, but the 2INT=1MAB nonsense has always been garbage and a pet peeve of mine.
It's all obnoxiously complex, as
INT:Mdmg depends on the target's INT and has 2~3 breaks thankfully at dINT 50/100/200... and it all is spell specific. (and even the original helix's have separate breaks at ugly dINT levels... because of course they do.)
So we can't really have a specific n:y for INT:Mdmg... Though if you have a scenario of having a LOT of Mdmg v a small of INT with identical MAB and Macc/Skill... The Mdmg piece would possibly win... Though that's not really a current situation for any of our current gear.
And I'm talking about having 50~100 more Mdmg v 5 INT; as 5 INT can be anywhere from 15~30 Mdmg on a T5... but just 8 INT turns that same spell scenario into 24~48 Mdmg. So as you can see, INT can be very potent very quickly.
MAB is a whole separate issue, being a soft multiplier. So while if you add 10 MAB to your set, you will always be dealing +10% more damage to the same targets than you did before; you're not necessarily getting that full +10%. Especially against NMs who tend to have a lot of MDB. Or if you already have a lot of MAB in your set.
example: if you have 200 MAB, your target has 5 MDB, and your nuke hits for 500 damage; if you added 10 MAB, your nuke would then deal 516 damage to that same target. (+200% v +210%)
A different target with different MDB would give you appropriately adjusted damage; all of this is why MAB is a soft multiplier.