VaultNetwork.netVault Network Boards
Author Topic: Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) [Locked]
n00bystar
Posts: 26
Registered:
no I mean whether acuity is actually linear - even below 200. I feel like there is a change in effective return below 200 and above but never tested it.
n00bystar
Posts: 26
Registered:
ok figured it out myself.

Lower total stats (for example a thane with 170 casting stat) get a high % increase compared to high casting stat classes (Wizz with 320). The Thane would get +20% of his total stat by getting aug auc7 (+34 points) while the wizzard would only get +11% --> +9,2% damage for thane, 4,7% for wizzard. So for hybrids/seer classes aug acuity is not a bad idear.
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
yes thats exactly what:
STATS = [ACUITY / 2]
CAST_DAMAGE = DAMAGE * (1 + 0.01 * STATS)
tells us. making "MoM" better for casters and "Acuity" better for hybrids. also the keep acuity charge is very cool on hybrids
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
some more tests on cast damage.
- spec and base line nukes are calculated the same way. you do not get any hidden extra damage for using a spec nuke.
- you do not get extra damage for specing higher then needed in a casting line

to explain "higher then needed". you need: SPEC_LEVEL + ITEM_BONUS + RR_BONUS > CHARACTER_LEVEL to remove damage variation on your casts. this is needed. but specing any more points then this in the line will not give you ANY bonus damage. for example:
- the lvl 30 spec nuke from the wizzard (rr13 + 11 item bonus) is doing equal damage with 31 and 50 spec in fire
- the lvl 47 spec nuke from the wizzard (rr13 + 11 item bonus) is doing equal damage with 47 and 50 spec in fire
- the lvl 50 base nuke from the wizzard (rr13 + 11 item bonus) is doing equal damage with 31 and 50 spec in cold
StanleyM84  1 star
Posts: 109
Registered: 2009-8-17 13:37:49
Interesting, thank you Vanesyra.


I understood this to be the case with casters but this further solidifies the concept. I guess a tri-spec runemaster at high rank would be quite good afterall. yellow cold debuff + baseline cold nuke, energy nuke, pbt, nearsight, decent delve bolts, and even a spirit nuke for a sprit assist train.


It worked on freeshards-eden but I wasnt certain live functioned exactly the same. It seems eden got this part right.

 

-----signature-----
Gaven rr11|9 Warrior
Gavster rr10 Healer, Gavenjr rr8 sm, Gavena rr7 valk, Gaviir rr7 vamp
rr6 and under: Gavani, Gavain, Gmaul, Gavensrm
Currently playing - Anicethane - r9l5 Thane
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
for the cast damage variation...

you deal 100% of your damage if your total spec (spec + item bonus + rr bonus) > your level. for every missing point you get: missing_points * 2 - 1 additional damage variance values. each of this values is 0.8% below each other.

so on a level 50 char for example you get the following values for you damage variation
total spec 51+: 100%
total spec 50: 100%, 99.2%
total spec 49: 100%, 99.2%, 98.4%, 97,6%
total spec 48: 100%, 99.2%, 98.4%, 97,6%, 96.8%, 96%
total spec 47: 100%, 99.2%, 98.4%, 97,6%, 96.8%, 96%, 95.2%, 94.4%
total spec 26: 100%, 99.2%, 98.4%, 97,6%, 96.8%, 96%, 95.2%, 94.4%, ... 60.8% (50 values)
total spec 1: 100%, 99.2%, 98.4%, 97,6%, 96.8%, 96%, 95.2%, 94.4%, ... 20.8% (100 values)

the chance to hit one of the values seams to be equal. so the over all amount of damage getting lower for each missing point with: (missing_points * 2 - 1) * 0.4%
51: 100%
50: 99.6%
49: 98.8%
48: 98%
47: 97.2%
26: 80.4%
1: 60.4%
n00bystar
Posts: 26
Registered:
excellent work as usual !

Any news on the AF formula ?
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
af is already finished.

BASEAF = MIN(YOUR_MAX_ITEM_LEVEL * 2 ; ITEM_AF * ITEM_QUALITY + BASE_AF_BUFF / 5)
SPECAF = SPEC_AF_BUFF / 5
TOAAF = TOA_AF / 5
DAMAGE = DAMAGE / (20 + BASEAF + SPECAF + TOAAF)

so for example a rr5 caster lvl 50, with a 60 af spec buff a 250 af base af self buff and 30 af toa bonus in template using a 90% quality lvl 40 armor (40 af only)

BASEAF = MIN(51 * 2 ; 40 * 0.9 + 250 / 5) = MIN(102 ; 86) = 86
SPECAF = 60 / 5 = 12
TOAAF = 30 / 5 = 6
DAMAGE = DAMAGE / (20 + 86 + 12 + 6) = DAMAGE / 124

it's much more simple then expected ^^
n00bystar
Posts: 26
Registered:
very nice. My updated excell sheet is now very close to reality values. Can you please go on a little bit in detail how you calculate style damage. As I understand it, a level 32 style with BASE of 30 and growth of 9 will result in 30 (base) + (63 (my skill) - 32 (style level)) * 9 (growth)
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
http://camelotherald.wikia.com/wiki/Melee_Damage#Style_Damage the values of all styles can be found on the wiki as well.

you get a base value for each style. and for every additional point within the styles spec you get the growth as bonus for it. * swing speed and * damage_modifier / 10

plus unstyled (base damage) * toa style bonus

=> your style damage

VaultNetwork.net is an independently operated community forum and is not affiliated with, endorsed by, or technically based on IGN, GameSpy, FilePlanet, GameStats, or the former IGN/GameSpy Vault Network.
References to VaultNetwork.net mean this site/domain. VNBoards-style presentation is a visual homage only. By using this site, you agree to the forum rules.