View Full Version : Game Mechanics: Hitting for 1 constantly.
chtulu
01-21-2011, 02:24 AM
over half of my damage is 1. Is there a reason why this is happening more than usual? Doesn't matter what weapon I use.
RocketMoose
01-21-2011, 11:50 AM
The damage formula on this server is entirely, and utterly wrong. You shouldn't hit for 1 very often, but you should also likely hit for a lot more than you do on this server, plus there's the 'sweet spot' number which comes into play as well, which is that number you hit for most often based on your atk vs the mobs ac.
Tons and tons wrong with the formula here, but they're doing a ton of work on it for the beta server and last I read it was getting pretty close to set. They still don't have the level 20 and 30 damage cap removals in here. It's all skill based, which actually isn't the way it worked on Live.
Basically said all that to say, they're working on it.
Pescador
01-21-2011, 11:59 AM
There's definitely some sort of cap removal at level 20. Maxing for 40 with exe axe at level 19, then maxing for 55 at level 20.
Similary, I'm maxed at 40 with soulfire at level 19, so there's definitely a cap of 40 dmg per hit below level 20.
As for level 30, I never knew there was a cap, because I thought I was hitting purely based on STR and skill after the cap at 20 went away in classic.
RocketMoose
01-21-2011, 12:15 PM
Nope, not true.
Plus with my rogue I hit for 18 from level 1 all the way through level 30+ (when weapon skill started to get high enough to mandate that I hit harder, which again is wrong)
There may be a hard cap of 40, but that wasn't right anyway. It wasn't just a hard cap that was removed at level 20 on live, you started to hit harder, period. I remember my Dark Reaver on Live and once I hit level 20 I was like, WOAH! Crazy.
It's been posted, and linked and re-linked in the damage formula thread (which I don't see anymore) But I can assure you, this damage formula is so twisted it's not even funny.
The weapon skill never really determined anything except for attack, EXCEPT once your weapon skill hit 101 (level 20) you could hit harder, until level 30 when your skill hit 151. So it's not actually in the formula as anything other than a if greater than check. Your atk vs the mobs ac then determined how hard you hit how often, so the skill ups allowed you to hit harder more often. Which is why you'd hit so soft against reds.
Pescador
01-21-2011, 01:24 PM
That's not a dmg cap, being removed - that's a damage bonus becoming effective.
My paladin on live didn't need to skill up to 101 before he started hitting for more - it was just the level removing a cap.
There's a difference between a str and skill-based dmg bonus and a dmg cap. The cap up until level 20 is definitely working similarly to how it was on live (though I think the cap may have been 29dmg, not 40). Anyways, the point is the hard cap on damage until level 20 is in place on this server, which is very similar, or perhaps identical, to how it was on live.
As for skill and str-based damage bonuses, that's a separate issue. But I can say with confidence that on live, there was a hard cap until level 20, and I distinctly remember dinging level 20 on my paladin and suddenly seeing a lot more damage per hit than the previous cap I had seen for all my previous levels.
Akame
01-21-2011, 03:26 PM
The Gospel according to warriors.
http://www.thesteelwarrior.org/forum/showthread.php?t=1541
Akame
01-21-2011, 03:36 PM
There may be a hard cap of 40, but that wasn't right anyway. It wasn't just a hard cap that was removed at level 20 on live, you started to hit harder, period. I remember my Dark Reaver on Live and once I hit level 20 I was like, WOAH! Crazy.
This is an excerpt after the meat of the warrior information regarding a low level SK graph which mentions the known damage cap at the time showing it to be a 29 point damage cap that was removed at 20 (and level damage bonus went into effect at 28 if you read further through the post).
Posted: Fri Sep 08, 2000 9:28 am Post subject: EQ Math Geekery (WARNING: Long and probably boring)
However, 20th level is the level at which the 29-point Damage Cap is removed, so there's a suspicion that the profile may change at that point instead.
Akame
01-21-2011, 03:40 PM
And for the lazy.
The first thing to note are the two prominent peaks on the graph. The biggest peak falls at what we call the "Magic Number." The Magic Number is a Damage value that, at 28th or higher (and possibly at 20th or higher) can be calculated with the formula:
[(2 * DMG) + (Level Damage Bonus)]
The Journeyman's Walking Stick has a DMG of 9. According to this formula, my Magic Number will be [(2 * 9) + (7)] == (18 + 7) == 25.
And sure enough, the biggest peak falls on 25.
(It's called the "Magic Number" because it's the amount of damage you will hit for the most. Around 20% of your total hits will be for the Magic Number.)
The second peak falls at the Minimum Damage (aka MIN). From 28th level onward (and possibly 20th level onward), MIN can also be precisely calculated as follows:
1 + (Level Damage Bonus)
According to this, my MIN should be 1 + 7, or 8. And sure enough, the second peak on my Damage Profile is at 8.
If what I've read is correct and damage bonuses aren't in play in the game right now, then the two hits you will hit for most often would be magic number damage, and min damage 1+ (level damage bonus which doesn't work so.. 1)
If that is not true, and you are getting a level damage bonus on your primary swing, then what you are probably seeing swing for 1 so often is your offhand minimum swing, which is shown in graph 2 to be quite frequent and because I don't think off hands ever get a level damage bonus so the calculation of minimum (1) plus zero damage bonus equals 1.
Or in laymans terms, hitting for 1 should be the second most common swing on your offhand weapon as a level 20 or higher warrior.
If you want to test the theory, put a piercer or blunt in your offhand instead of two slashers and then parse the log and bring it up as a graph, I am sure you will find something identical to the two graphs provided in the year 2000 by other warriors, or a peak on the first graph falling on a 1, instead of an 8, which would in fact indicate primary hand level damage not working on p99.
Extunarian
01-21-2011, 04:20 PM
Other threads about this are:
Original where Rogean stated he'd copy changes to live from kunark beta:
http://www.project1999.org/forums/showthread.php?t=22700 (http://www.project1999.org/forums/showthread.php?t=22700&highlight=damage+bonus+melee)
Followup where people complained about hitting for 1
http://www.project1999.org/forums/showthread.php?t=24737
chtulu
01-22-2011, 02:08 AM
No EXCUSE! I should NOT be hitting for 1 with monsoon, ever! I seem to hit for 1 at least 25% of the time.
Akame
01-22-2011, 11:27 AM
Over half my damage is, I seem to hit for a quarter of the time, game mechanics are no excuse... You know, if you wanted to just bitch and moan there is a RnF forum for that which you use often enough already. If you actually thought something was broken you could be more factual, instead of a thread that is just you bitching about how you think your class or that skill needs to do more damage because you have some god given right to be uber.
If you think something's broken, start logging it and post raw data. (You know, like class, level, type of attack, weapon being used, current buffs if any when it is happening, those strange things called data).
If you're just having a hissy fit because you have no ability to not be a troll, crawl back to RnF.
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