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  #11  
Old 06-30-2016, 06:56 PM
Cecily Cecily is offline
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Blade of Carnage is a droppable I missed, but it's a terrible primary for the price: 1.78
  #12  
Old 06-30-2016, 09:39 PM
Skew Skew is offline
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Statues hammer is 17/25 that's what I mainhand with my ranger
  #13  
Old 07-04-2016, 10:35 AM
Doctor Jeff Doctor Jeff is offline
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Quote:
Originally Posted by Skew [You must be logged in to view images. Log in or Register.]
Statues hammer is 17/25 that's what I mainhand with my ranger
For the lazy: ((17*2)+11)/25=1.8
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  #14  
Old 07-04-2016, 11:57 AM
Jimjam Jimjam is offline
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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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Old 07-04-2016, 12:14 PM
Doctor Jeff Doctor Jeff is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
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.
Formulas assume you are stat capped and what weapon you use has no effect on the mob's AC.
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  #16  
Old 07-04-2016, 03:50 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Doctor Jeff [You must be logged in to view images. Log in or Register.]
Formulas assume you are stat capped
I don't buy that. I've seen this formula ((2dmg+damage bonus)/delay) rolled out for all levels on any class. It obviously has no consideration for skills, damage tables and so on(all of which depend on level/class and will skew the relative importance of dmg and damage bonus).
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what weapon you use has no effect on the mob's AC.
True, but mob AC skewers the importance of dmg vs damage bonus (the balance of which is the entire purpose of this formula).

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.
  #17  
Old 07-05-2016, 05:14 AM
Jimjam Jimjam is offline
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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?
  #18  
Old 07-05-2016, 05:37 AM
isoka isoka is offline
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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).
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  #19  
Old 07-05-2016, 06:17 AM
Jimjam Jimjam is offline
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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..
  #20  
Old 07-05-2016, 12:22 PM
koros koros is offline
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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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