#11
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Blade of Carnage is a droppable I missed, but it's a terrible primary for the price: 1.78
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#12
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Statues hammer is 17/25 that's what I mainhand with my ranger
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#13
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Quote:
__________________
You only lose when you stop having fun. Work on it.
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#14
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I'd only use these formulas as at best guidelines. They don't take in to account factors such as atk or ac, which alters the weight of importance between DMG and damage bonus.
I often see these formulas cited (and for different classes) but have never seen a plot of parsed vs modelled dps. | ||
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#15
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Quote:
__________________
You only lose when you stop having fun. Work on it.
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#16
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Quote:
Quote:
This formula seems to provide a useful guideline certainly. However, I am wary of trusting it to be within few % accuracy, especially when deciding between weapons with wildly different delays. It's always banded around, but never evidenced. I'd like to see how it compares to parses. | ||||
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#17
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I don't understand how the 2 represents double attack; that is a factor that effects damage bonus as well as dmg. Surely double attack is one skill that isn't relevant to the formula that attempts to balance dmg vs db?
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#18
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The formula 2xweapon dmg + bonus_dmg provides the average dmg per hit and the "*2" is therefore not related to double attack.
I also agree that AC mitigation is something which should be taken into account because I don't know if it mitigates a % of dmg or if it's a fixed value (in which case higher delay weapons could end up dealing more dmg than low delay ones).
__________________
Yamakasi - Grand Master // Isoka - Oracle
Froggie - Phantasmist // Choui - Sorcerer Mylene - Arch Mage // Fools - Virtuoso Cerras - Hierophant // Dharkan - Warlock Kirua - Assassin // Veuve - Gravelord Tornade - Warder // Fikko - High Priest Dikkenek - Warlord // Barraki - Crusader | ||
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#19
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From what I recall from live dev posts, you roll a 20 sided dice which is applied as a multiple to your DMG (but not damage bonus) characteristic. This dice is weighted depending on the atk vs ac scores of the attacker and defender.
If the same holds true on p99, then against tough opponents you want to use fast weapons as damage bonus (ie. min damage) is never mitigated. Likewise, against soft opponents DMG rolls will tend to be higher so DMG becomes more important. I have no idea how bonus damage due to high str is resolved here. I hope to get some parses done of my own some day, I think the mathsquest could be interesting. Ideally I need to find a mob with high regen that I can swing at for a long time with different weapon set ups (and have a healer helping to keep me alive while I gather data). | ||
Last edited by Jimjam; 07-05-2016 at 06:20 AM..
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#20
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The real way to test this thoroughly is to remove dps from the equation entirely. A mob of static level hit a few hundred times with the same weapon (preferably primary only or offhand only or having different skill types) will reveal the probability distribution of the damage function. Said mob can be given a full set of say bronze armor or debuffed to simulate different mob AC levels.
As a general rule, damage bonus is a huge part of total damage for any weapon during this era. Therefore a high damage high ratio weapon will almost never realistically out damage a low delay, slightly worse ratio weapon in practice. See wurmslayer vs jade mace, even on a very low ac mob. | ||
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