Date Posted:1/1/00 12:04amSubject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!)
Vanesyra posted: you need enemy level + 2 for dual wield aswell.
but something is a bit strange...
with 73 dw + 73 slash vs a lvl 50 mob i get:
- unstyled 83 - 115 for both main and offhand
- using the dw anytimer i get a style bonus displayed: +66 - +92
- counting both together would be a total damage of: 149 - 207 mainhand and 83 - 115 offhand
- but i get a total damage of: 153 - 214 mainhand and 83 - 115 offhand
i have no idea why ^^
If you have different speed weapons in main & offhand this may explain it, i.e. 4.4 main & 4.2 off results in an artificial 'haste' effect (since performing a styled attack as a DW'er forces a mainhand swing to occur).
Date Posted:1/1/00 12:04amSubject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!)
both weapons where exactly the same weapon in main and offhand. also dw does not have a haste effect like left axe has (atleast if mythic is right about that ^^)
Date Posted:1/1/00 12:05amSubject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!)
Vanesyra posted: both weapons where exactly the same weapon in main and offhand. also dw does not have a haste effect like left axe has (atleast if mythic is right about that ^^)
Date Posted:1/1/00 12:05amSubject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!)
Vanesyra posted: added 1.111 changes to the wiki, looks like the patchnotes miss that detaunts got also altered.
Vanesyra's formula posted: STATS = [ACUITY / 2]
CAST_DAMAGE = DAMAGE * (1 + 0.01 * STATS)
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
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%
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%
Testing on lvl50 enemies, the actual damage I do is always 5-10% lower than your predicted CAST_DAMAGE. I discussed with another fellow tester, and he also gets experimental results 5% under what your formula predicts.
Am I missing something ?
eg : lurikeen eld with no stuff, 115 int 209 DD gets a predicted 449,35 CAST_DAMAGE, experimental 297 damage on lvl50 target.
Date Posted:1/1/00 12:05amSubject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!)
orrime posted: ...
Testing on lvl50 enemies, the actual damage I do is always 5-10% lower than your predicted CAST_DAMAGE. I discussed with another fellow tester, and he also gets experimental results 5% under what your formula predicts.
Am I missing something ?
eg : lurikeen eld with no stuff, 115 int 209 DD gets a predicted 449,35 CAST_DAMAGE, experimental 297 damage on lvl50 target.
what kind of target was your lvl 50 target? mob? player? maybe a fulltank? mobs have their own resists (or at least they are vulnerable/resistant to certain dmg types), players can have second tier resists. i guess you knew this already, just want to make sure it's not something easy like this that causes your results.
another reason could be the obvious racefail, lurikeens lack int!
"DAMAGE" is not your delve from your spell. its all damage (including level, relic, spec, item, toa and so on).
for example you have a caster with 200 int doing 400 damage. then you can use this formula to see how much damage he does if he gets 300 int for example.
so on 200 int we get: 400 = DAMAGE * (1 + 0.01 * 100) => DAMAGE = 200
now with 300 int we get: CAST_DAMAGE = 200 * (1 + 0.01 * 150) => 500
so what we get here is that increasing your int value in that example will increase your damage from 400 to 500
and btw. your math is also wrong. you have to use STATS = [ACUITY / 2] before putting it into CAST_DAMAGE = DAMAGE * (1 + 0.01 * STATS). so you would get [115 / 2] = 57 resulting in 328.13 (and not 449.35). but again that logic is total wrong as explained, but wanna show you this math error too :=)
Date Posted:1/1/00 12:05amSubject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!)
Bump.
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