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Author Topic: Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) [Locked]
Soazak  1 star
Posts: 152
Registered: 2002-2-8 06:46:03
Awesome work

 

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NeehiK
Title: Perma-newb
Posts: 49
Registered: 2002-10-20 16:18:46
Vanesyra posted:





OK, now charts for each class and spec, please

 

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Thalatos
Sorcerer on Port Nowhere
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
@DoorknobMLF
if you do tests like this you must start at some given point and prove this point first. then you can go on and find out more new stuff (this is by far not all what i found out yet, or even not all what i know for years now). for example the "* 3" at the end of the cap damage calculation is the factor for your "real" none caped damage. if you have low strength (and other stuff that effect damage: af, absorb and so on) you will only get a low factor like 1.43 (then you deal 1.43 / 3.00 of your caped damage). if you get a all maxed and good hit on a low defense target you will get a factor of 4.23 (or even more) and this is caped down to the max of 3.00 (so you will still only deal 3.00 / 3.00 of your cap damage). at this point i only looked at caped damage and the parts of the "code" that i can analyse with it. because i know cap damage is always cap damage :-) i can not try out how strength, af, absorb and so on effects the damage if i do not know this basics first. because now i can setup testing cases that use the stuff i got sofare. they start their damage calculation with strength and end at style damage. i start my calculation on their calculation with style damage and end at strength at this point i also did some tests with none caped damage to look if my calculations are working (and they do). but i still have no calculation how none caped damage works exactly (even if i got many factors and how they work together already).

to your question about equal change of hitting each value: if you use a 70% con weapon (because weapon damage is getting lower with every hit you do, until you reach 70% con, even if the weapon still displays 100% con its already broken just a little bit, but enough for me to see this in the numbers. so you do all tests on this stuff with a 70% con weapon to avoid this error source). then you will always only hit for 50 different values which are equal split between min and max value (as long as you do not hit cap damage of course ^^). for example if your min damage on a target is 100 and your max damage is 300 and your max damage is 447 (with this 70% con weapon) then you will only deal: 300, 303, 306, 309, .. 444, 447 damage. you will never hit your enemy for 302 or 305 (careful if their armor breaks down you will, but this only because their armors is breaking down from the first hit on. so use 70% con armor as well!)

and if you got wyrd spec correctly (btw you may need enemy level + 2 to reach the cap, but wyrd only told +1) the min and the max level are connected like this: MAX = MIN * 174 / 125 (lowest possible variance on melee hits). and the different 50 values are: MIN * (125 + X) / 125 where X = the number of the value starting with 0 and ending with 49. if you only got half of the wyrd spec then you get MAX = MIN * 149 / 100 and MIN * (100 + X) / 100 for the different values. btw. their where some grab bags many years ago which nearly told this already. and if you look at the differences between full and half wyrd spec you see that this increases the damage variation. on full wyrd we only got 1.392 variation and on half wyrd spec we have 1.49 variation and without any spec in it you get 1.653333 variation between min and max.

hope this is understoodable ^^


@GardianAngel
http://camelotherald.wikia.com/wiki/Crush

look at the "Damage" cell of each style. the value in the top line is the max style bonus you can get from this style when you are a rr13 + 11 items + 50 spec character. you can very closely say that the style with the highest value there will do the most style damage overall.

the first number of the 2. line shows you the BASE value of the style and the 2. number the GROWTH. so if you wanna compare the styles for your arms you have to do: BASE + GROWTH * spec.

so for example "Skull Breaker" on your rr 5 arms with +11 items and 50 crush will have: 11 + 9 * (4 + 11 + 50) = 596. if you reach rr6 you will get: 11 + 9 * (5 + 11 + 50) = 605. so you get +9 for each spec point you gain. on the other side your anytimer style "Protector" will have at rr5: 55 + 6 * (4 + 11 + 50) = 445. if you reach rr6 it only gets +6 so 451. so to max your damage you have to use the styles with the highest value for your spec level. so the damage of skull breaker is growing "faster" then the one of your anytimer protector. but you also see most styles got the same growth they only differ with the base value.

did this answer your question?


@DoorknobMLF
as i said they do a lot of round down. this makes it hard in some cases but helps in other cases. i only did not figure it out how exactly the round style damage and how they add the values together there. this will result in +/- 1 in some cases. but in the end i can even life with that ^^


@NeehiK
-.-

there is no difference between classes in this parts of the calculation. you only need it for each spec ^^ if you want it for a given spec, please do:
* log on pendragon
* create a character and level it to 50 and get RR13 from the npc
* train 50 in your spec line
* equip a weapon which is not "bugged" as i told in the first post. and has no: toa style damage, toa melee damage, toa melee speed, quickness or a damage increasing proc (af, absorb, resi pirce or so) on it. for example a crafted weapon (but careful there are bugged crafted weapons too ^^ hell that cost me so much time until i saw that this profanity crafted weapon was bugged )
* write down the quicness value of your character, dps and speed of your weapon
* hit a gray mob or a naked buff bot unstyled. write down the damage you do
* use each style and write down the damage values of them
* get +11 all melee (or what every your spec is) from items (can buy items in the catacombs city, but be carefull again no: toa style damage, toa melee damage, toa melee speed, quickness on the items)
* hit a gray mob or a naked buff bot unstyled. write down the damage you do
* use each style and write down the damage values of them
* post the values you have written down their and i will calculate growth and base values for the styles. (and well a chart could be painted with them too^^)
Idealistgamer  2 stars
Posts: 274
Registered: 2011-1-9 21:38:25
The delay after the 1st melee swing is the slowest of all MMOs.


The first initial attack is the only one of the fight that is fast.


Fast meaning almost instant. After that it's wait 3 to 6 sec per swing.

 

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DoorknobMLF  3 stars
Posts: 627
Registered: 2008-3-2 09:16:57
hey thats very interesting to find out about the 50 different values of base damage on weapon swings. It makes me curious to know what type of random number generator they might use to determine which of the 50 numbers they choose for you to hit for. Of course if they were smart when they created the code, they would have used one with very low computations. Some of you in computers i'm sure will know a lot more about RNGs then I do, but I'm interested to know if you can find a period in the random values that you hit for. In other words it might happen to be that after every 900 swings of a weapon, the next 900 will be the exact same as the first 900. The problem is that this number could be more like 100000 and who's gonna sit on pendragon recording that many weapon swings. It's also not going to help you with anything significant in the game, but it would certainly be cool to be able to predict the base damage on your next weapon swing. I doubt this would simple enough to figure out though.

Hey do you have any links to those grab bags? I figure its gonna be hard to find all that info now, even though i'm sure its all archived somewhere.

 

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samotyr124
Posts: 9
Registered: 2009-10-3 07:36:25
Fantastic thread, great findings!
Thak0r  1 star
Posts: 170
Registered: 2009-7-21 02:56:50
Idealistgamer posted:

The delay after the 1st melee swing is the slowest of all MMOs.

The first initial attack is the only one of the fight that is fast.

Fast meaning almost instant. After that it's wait 3 to 6 sec per swing.



dude, you sure you ever played daoc? please stop your mindless drivel at least in threads like this, where adults talk about serious business!

 

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Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
@DoorknobMLF
all i have seen so far. there is no way to guess the next number. just remember there is not only one random done for each swing. random evade? random block? random parry? random missed? and random damage in the end. and this for many more different things on the server so no i have not seen something in the numbers that look like a pattern and i do not think that there is one at all. would be really really strange coding even for mythic in the early years ;-)

i have a backup of the grab bags somewhere on a hard drive but have to search it ^^ it was something like: "if you have no spec into your line you deal only 75% to 125% damage and if you have fully speced it you deal 125% to 175% damage." this is nearly correct and if mythic did not want to give a exact information on how stuff works this is the best way to explain it. took me a long time until i first realized that this is nearly correct ^^ it should be 75% to 124% and 125% to 174% (and yes its really 174% numbers have proven that) and its not about max your spec it's about get spec + 2 of your enemies level. but i will have to get a very close look to this soon. as this is the next important step down to strength :-)
StanleyM84  1 star
Posts: 109
Registered: 2009-8-17 13:37:49
Wow, this is huge.


So much great information in here. Fantastic work Vanesyra. Truely impressive.


I cant wait to see the hybrid melee lines. I need to try out the "SPECIAL" growth rates in the thane melee lines. It would be a treat to see what the base and growth rates are on those.


I bet they are different somehow.

Maybe a negitive base integer and like +15 growth! hahaha.

Or more likely its like +188 base and +1 growth


Do you think the "very high damage" is a +12 growth rate?

 

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Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
http://camelotherald.wikia.com/wiki/Shield

i do not think that there is any more real special stuff. the only special thing i know (but have not tested yet) is the "Backstab", "Backstab II" and "Perforate Artery" but i think they only do not use weapon speed to modify the style damage, that's all. funny thing about this 3 styles... people have known how style damage worked for them since a long time, but nobody realized that other style work nearly the same way

if very high = 12 growth, i have not tested such a style yet. but i have some negative base values already.

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