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peddroelm

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  1. Might bonus *(1+mightbonus) applies to ALL DOT & HOT tick I've ever tested (which is quite a lot if you check the proper test HOT/DOT thread).. And 0.25 of the appropriate target DR is subtracted unless healing or RAW damage (deep wounds, envenomed strike) .. 16 int 30 might (60% ) 20-20 staff 15% 2h Weapons style 0DR 16 int 30 might (60% ) +0 ms |Health Damage 45.012009 // crit 20 * (1 + 0.6 + 0.15 + 0.5) = 45 +47 ms |Health Damage 9.236694 // (45 /8 ) * 1.6 = 9 +2994 ms |Health Damage 9.236694 +3029 ms |Health Damage 9.236694 +3030 ms |Health Damage 9.236694 +3031 ms |Health Damage 9.236694 +3030 ms |Health Damage 9.236694 +3000 ms |Health Damage 9.236694 +3009 ms |Health Damage 9.236694 16 int 24 might (42%) +0 ms |Health Damage 31.408417 // hit 20 * (1 + 0.42 + 0.15) = 31.4 +42 ms |Health Damage 8.579437 // (31.4 / 6 ) * 1.42 = 7.43 ?? big difference +3012 ms |Health Damage 8.579437 +3033 ms |Health Damage 8.579437 +3025 ms |Health Damage 8.579437 +3023 ms |Health Damage 8.579437 +3001 ms |Health Damage 8.579437 16 int 10 might +0 ms |Health Damage 33.000000 // crit 20 * (1 + 0.15 + 0.5) +47 ms |Health Damage 4.230774 // (33 / = 4.125 +3000 ms |Health Damage 4.230774 +3027 ms |Health Damage 4.230774 +3032 ms |Health Damage 4.230774 +3003 ms |Health Damage 4.230774 +3022 ms |Health Damage 4.230774 +3006 ms |Health Damage 4.230774 +3102 ms |Health Damage 4.230774 Without might bonus there seems to be no bonus to damage per tick .. Just weapon damage / number of ticks .. 16 int 10 might +0 ms |Health Damage 23.000000 // hit +51 ms |Health Damage 4.423065 // (23 / 6) = 3.83 highish difference +2989 ms |Health Damage 4.423065 +3022 ms |Health Damage 4.423065 +3001 ms |Health Damage 4.423065 +3017 ms |Health Damage 4.423065 +3078 ms |Health Damage 4.423065 Because all ticks do the same amount of damage and because wounding shot duration EXTENDED/REDUCED to multiple of 3 seconds, errors appear .. Hits with 10 int will last exactly 12 seconds - and then (Weapon_damage_before_DR/ nr_of_ticks) * (1 + mightbonus) test numbers match ..
  2. each wound gained triggers AOE .. I'm assuming you got ~8 wounds (which you don't show in screenshot) and that one of the enemies died from wound 6.. So last 2 wound triggered AOEs only hit 3 enemies.. Total 6*4 + 2*3 = 30 hitchecks ..
  3. bump extended bug report to cover Enduring flames DOT and "wounding" unique weapon property http://forums.obsidian.net/topic/79653-intellect-hit-quality-adversely-affect-total-damage-inflicted-by-wounding-shot-enduring-flames-and-wounding-unique-weapons-dots/
  4. testing "wounding" weapon propriety ranger 20-20 tidefall 15% 2h weapon style 45% superb 10 might 3 int vs 0 DR +0 ms |Health Damage 32.000000 // hit 20 * (1 + 0.45 + 0.15 ) = 32 +62 ms |Health Damage 5.307678 +3004 ms |Health Damage 5.307678 32 * 0.25 - 5.3 * 2 = -2.6 +0 ms |Health Damage 32.000000 //hit +65 ms |Health Damage 5.307678 // hit dot +2975 ms |Health Damage 42.000000 //crit +68 ms |Health Damage 5.307678 // hit dot +1 ms |Health Damage 5.076904 //crit dot lower? +2972 ms |Health Damage 5.076904 +0 ms |Health Damage 22.000000 // graze +58 ms |Health Damage 6.000000 22 * 0.25 - 6 = - 0.5 +0 ms |Health Damage 42.000000 // Crit +63 ms |Health Damage 5.076904 +3007 ms |Health Damage 5.076904 Crit dot damage lower than hit dot for no reason (0 DR same number of ticks) .. //////////////////////// might 20 +0 ms |Health Damage 48.005981 // crit 20 * (1 + 0.45 + 0.15 + 0.3 + 0.5) +63 ms |Health Damage 7.802979 // 6 * 1.3 +2998 ms |Health Damage 7.802979 48 * 0.25 - 6 * 2 = 0 +0 ms |Health Damage 38.005981 // hit +60 ms |Health Damage 8.703796 +2993 ms |Health Damage 8.703796 again more DOT damage on hit vs crit +0 ms |Health Damage 28.005981 // graze +53 ms |Health Damage 11.406250 // 11.4/(1.3) = 8.77 28 * 0.25 - 7 = 0 ////////////////////////////// int 10 might 10 +0 ms |Health Damage 32.000000 // hit +62 ms |Health Damage 3.450012 // more int less damage +2997 ms |Health Damage 3.450012 +0 ms |Health Damage 42.000000 //crit +68 ms |Health Damage 3.299988 +3070 ms |Health Damage 3.299988 +3031 ms |Health Damage 3.299988 int 10 20 might +0 ms |Health Damage 38.005981 // hit +68 ms |Health Damage 5.657471 +2978 ms |Health Damage 5.657471 (38 * 0.25 / 2) - 5.65 / (1.3) = 0.4 ?? //////////////////////////////// int 20 might 20 0DR +6766 ms |Health Damage 38.005981 // hit +62 ms |Health Damage 3.771667 +2978 ms |Health Damage 3.771667 +3003 ms |Health Damage 3.771667 3.77 * 3 - 5.66 *2 = 0.01 /////////////////////////////// //////////////////////////////// tests vs 25 DR 3 INT 20 Might +0 ms |Health Damage 5.601196 // graze +43 ms |Health Damage 11.406250 +0 ms |Health Damage 13.005981 / /hit +53 ms |Health Damage 8.703796 +3001 ms |Health Damage 8.703796 +0 ms |Health Damage 23.005981 // crit +60 ms |Health Damage 7.802979 +2981 ms |Health Damage 7.802979 10 int 20 might +0 ms |Health Damage 5.601196 // graze +48 ms |Health Damage 7.414063 +0 ms |Health Damage 13.005981 // hit +54 ms |Health Damage 5.657471 +2985 ms |Health Damage 5.657471 +0 ms |Health Damage 23.005981 // crit +59 ms |Health Damage 5.071960 +3002 ms |Health Damage 5.071960 +3006 ms |Health Damage 5.071960 20 int 20 might +0 ms |Health Damage 5.601196 // graze 28-25 = 5.6 min +49 ms |Health Damage 4.942688 +3022 ms |Health Damage 4.942688 +0 ms |Health Damage 13.005981 // hit +53 ms |Health Damage 3.771667 +3012 ms |Health Damage 3.771667 +3024 ms |Health Damage 3.771667 +0 ms |Health Damage 23.005981 // crit +65 ms |Health Damage 3.381287 +2990 ms |Health Damage 3.381287 +3111 ms |Health Damage 3.381287 +3006 ms |Health Damage 3.381287 wounding DOT 3 INT >> 10 INT > 20 INT
  5. Finishing Blow has 2 components . a. +50% additive, always on damage bonus b. multiplicative, continously scaling bonus gaining 30% every 10% target's current endurance is bellow 50% of maximim endurance ( so from *1 to * 2.5 multiplier ) Devastating Blow changes the multiplicative component to gain 50% every 10% target's current endurance is bellow 50% of maximim endurance ( so from *1 to * 3.5 ) Perhaps the info screens could be updated to more accurately describe the actual effects .. Who's going to waste a talent pick to gain 2% damage for an ability limited to 2 uses per rest ? (it is actually +20% per 10% target endurance lost under 50%)
  6. 1.05 In-game description says it adds 2% damage to finishing blow .. Quick recap . Finishing Blow has an additive component 50% that always applies . And a scaling multiplicative component that applies only when target's current endurance < 0.5 * max endurance .. * (2.5 - 3 * CE/ME) .. CE current endurance, ME maximum endurance .. So a multiplier from *1 to *2.5 .. Devastating blow talent only changes the scaling multiplicative component into * (3.5 - 5*CE/ME).. So a multiplier from *1 to *3.5 . The increase for the base ability varies from *1 to *1.4 (3.5/2.5) test data http://forums.obsidian.net/topic/78239-abilities-various-other-damage-related-mechanics-revealed/?do=findComment&comment=1693768 Edit. based on those findings - my forum signature needs an update
  7. finishing blow FB /devastating blow DB 20-20 staff 20 might , Reckless assault CE/ME - current endurance/maximum endurance SA - sneak attack 20 * (1 + 0.3 + 0.2 + 0.5 + 0.5 - 0.5) == 40 // graze FB, SA vs 1 CE/ME 20 * (1 + 0.3 + 0.2 + 0.5 ) * ( 2.5 - 3 * 0.3) == 64 // hit FB 0.3 CE/ME // Level up and pick Devastating Blow 20 * (1 + 0.3 + 0.2 + 0.5 + 0.5 + 0.5) == 60 crit, FB , DB, SA vs 1 CE/ME // DB does nothing for the additive FB component 20 * (1 + 0.3 + 0.2 + 0.5 ) * ( 2.5 - 3 * 0.3 + X) * Y ?? 80 // hit FB, DB 0.3 CE/ME (Y = 1 X = 0.4) OR (X = 0 Y = 1.25) 20 * (1 + 0.3 + 0.2 + 0.5 ) * 2 = 80 20 * (1 + 0.3 + 0.2 + 0.5 ) * ( 2.5 - 3 * 0.1 + X) * Y ?? 120 // hit FB, DB 0.1 CE/ME 20 * (1 + 0.3 + 0.2 + 0.5 ) * ( 2.5 - 3 * 0.1 ) * 1.25 = 110 WRONG 20 * (1 + 0.3 + 0.2 + 0.5 ) * ( 2.5 - 3 * 0.1 + 0.4) = 104 WRONG 20 * (1 + 0.3 + 0.2 + 0.5 ) * 3 = 120 TESTs // 0.5 40 // 0.4 60 // 0.3 80 // 0.2 100 125 Crit 75 Graze // 0.1 120 // 0.01 138 *3.5 * 1 .. * 3.5 * 1 .. * 2.5 FB scaling component is (2.5 - 3 * CE/ME ) for for CE/ME from 0.5 to 0 . Multiplier from *1 to *2.5. So DB modifies FB scaling component to (3.5 - 5 * CE/ME ) for CE/ME from 0.5 to 0 .. Multiplier from *1 to *3.5. verify 0.2 CE/ME crit & graze 20 * (1 + 0.3 + 0.2 + 0.5 - 0.5) * (3.5 - 5 * 0.2) = 75 OK 20 * (1 + 0.3 + 0.2 + 0.5 + 0.5) * (3.5 - 5 * 0.2) = 125 OK
  8. examples of Wounding shot & Enduring Flames problems Test subject 25 Pierce DR ( plate_armor_exceptional + blunting belt) Ranger 20 Might 3 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 5.721313 // hit 28.6 - 25 = 5.7 Min [22 * (1 + 0.3) = 28.6] +53 ms |Health Damage 8.056580 // ? +2994 ms |Health Damage 8.056580 +3032 ms |Health Damage 8.056580 Total Wounding shot damage 8.056 * 3 = 24.168 Ranger 20 Might 10 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 5.721313 // hit 28.6 - 25 = 5.7 Min [22 * (1 + 0.3) = 28.6] +60 ms |Health Damage 3.049316 // (28.6 / 4) * 1.3 - 25 * 0.25 +3008 ms |Health Damage 3.049316 +3004 ms |Health Damage 3.049316 +3045 ms |Health Damage 3.049316 Total Wounding shot damage 3.049 * 4 = 12.196 Ranger 20 Might 10 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 5.721313 // hit 28.6 - 25 = 5.7 Min [22 * (1 + 0.3) = 28.6] +89 ms |Health Damage 1.239929 // (28.6 /6) * 1.3 * 0.2 = 1.2393 +3003 ms |Health Damage 1.239929 +3026 ms |Health Damage 1.239929 +3001 ms |Health Damage 1.239929 +3094 ms |Health Damage 1.239929 +3001 ms |Health Damage 1.239929 Total Wounding shot damage 1.239 * 6 = 7.434 Ranger 20 Might 20 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 9.106628 // CRIT 34.1 - 25 = 9.1 [22 * (1 + 0.3 + 0.25) = 34.1 ] +77 ms |Health Damage 0.985535 // (34.1 / 9) * 1.3 * 0.2 = 0.985.. +2978 ms |Health Damage 0.985535 +3022 ms |Health Damage 0.985535 +3011 ms |Health Damage 0.985535 +3021 ms |Health Damage 0.985535 +3005 ms |Health Damage 0.985535 +3022 ms |Health Damage 0.985535 +3029 ms |Health Damage 0.985535 +3002 ms |Health Damage 0.985535 Total Wounding shot damage 0.985 * 9 = 8.865 //////////////////////////////// //////////////////////////////// So in the above test 20 might Ranger with 22-22 arbalest vs 25 Pierce DR Total wounding shot DOT intellect 3 hit 24.168 intellect 10 hit 12.196 intellect 20 hit 7.434 intellect 20 crit 8.865 More intellect less damage, yes ? Better hit quality less damage, yes ? Working as intended, yes ? \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Numeric example/test Flame of Devotion // Enduring Flames Test subject burn proofed plate_armor_exceptional 20 pierce DR 19 burn DR Paladin 20 Might 3 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 18.159912 // FoD hit 28.6 - 20 DR = 8.6 pierce + 9.6 Burn [ 22 * ( 1 + 0.3) = 28.6 28.6 * 0.5 - 19 * 0.25 = 9.55 ] +63 ms |Health Damage 3.833984 +3003 ms |Health Damage 3.833984 +3031 ms |Health Damage 3.833984 Total enduring flames damage 3.833 * 3 = 11.499 Paladin 20 Might 10 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 18.159912 // FoD hit 28.6 - 20 DR = 8.6 pierce + 9.6 Burn [ 22 * ( 1 + 0.3) = 28.6 28.6 * 0.5 - 19 * 0.25 = 9.55 ] +57 ms |Health Damage 1.115906 +3015 ms |Health Damage 1.115906 +3099 ms |Health Damage 1.115906 +3029 ms |Health Damage 1.115906 Total enduring flames damage 1.116 * 4 = 4.464 Paladin 20 Might 10 Intellect Weapon 22-22 Arbalest (merciless hand & rabbit fur) +0 ms |Health Damage 37.959900 // FoD crit 41.8 - DR 20 = 21.8 Pierce + 16.2 Burn [ 22 * ( 1 + 0.3 + 0.25 + 0.1 + 0.25) = 41.8 41.8 * 0.5 - 19 * 0.25 = 16.15 ] +78 ms |Health Damage 1.087219 +3002 ms |Health Damage 1.087219 +3032 ms |Health Damage 1.087219 +3031 ms |Health Damage 1.087219 +3128 ms |Health Damage 1.087219 Total enduring flames damage 1.087 * 5 = 5.435 Paladin 20 Might 20 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 18.159912 [ 22 * ( 1 + 0.3) = 28.6 28.6 * 0.5 - 19 * 0.25 = 9.55 ] +57 ms |Health Damage 0.743958 +3019 ms |Health Damage 0.743958 +3013 ms |Health Damage 0.743958 +3026 ms |Health Damage 0.743958 +3027 ms |Health Damage 0.743958 Total enduring flames damage 0.744 * 5 = 3.72 Paladin 20 Might 20 Intellect Weapon 22-22 Arbalest (merciless hand & rabbit fur) +0 ms |Health Damage 37.959900 // FoD crit [ 22 * ( 1 + 0.3 + 0.25 + 0.1 + 0.25) = 41.8 41.8 * 0.5 - 19 * 0.25 = 16.15 ] +80 ms |Health Damage 0.724792 +2989 ms |Health Damage 0.724792 +3016 ms |Health Damage 0.724792 +3031 ms |Health Damage 0.724792 +3008 ms |Health Damage 0.724792 +3092 ms |Health Damage 0.724792 +3007 ms |Health Damage 0.724792 +3030 ms |Health Damage 0.724792 Total enduring flames damage 0.725 * 8 = 5.8 So in the above test 20 might Paladin with 22-22 arbalest vs 19 Burn DR Total Enduring Flames DOT intellect 3 hit 11.499 intellect 10 crit 5.435 intellect 10 hit 4.464 intellect 20 crit 5.8 intellect 20 hit 3.72 More intellect less damage, yes ? Better hit quality less damage, yes ? Working as intended, yes ?
  9. Numeric example/test Flame of Devotion // Enduring Flames Test subject burn proofed plate_armor_exceptional 20 pierce DR 19 burn DR Paladin 20 Might 3 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 18.159912 // FoD hit 28.6 - 20 DR = 8.6 pierce + 9.6 Burn [ 22 * ( 1 + 0.3) = 28.6 28.6 * 0.5 - 19 * 0.25 = 9.55 ] +63 ms |Health Damage 3.833984 +3003 ms |Health Damage 3.833984 +3031 ms |Health Damage 3.833984 Total enduring flames damage 3.833 * 3 = 11.499 Paladin 20 Might 10 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 18.159912 // FoD hit 28.6 - 20 DR = 8.6 pierce + 9.6 Burn [ 22 * ( 1 + 0.3) = 28.6 28.6 * 0.5 - 19 * 0.25 = 9.55 ] +57 ms |Health Damage 1.115906 +3015 ms |Health Damage 1.115906 +3099 ms |Health Damage 1.115906 +3029 ms |Health Damage 1.115906 Total enduring flames damage 1.116 * 4 = 4.464 Paladin 20 Might 10 Intellect Weapon 22-22 Arbalest (merciless hand & rabbit fur) +0 ms |Health Damage 37.959900 // FoD crit 41.8 - DR 20 = 21.8 Pierce + 16.2 Burn [ 22 * ( 1 + 0.3 + 0.25 + 0.1 + 0.25) = 41.8 41.8 * 0.5 - 19 * 0.25 = 16.15 ] +78 ms |Health Damage 1.087219 +3002 ms |Health Damage 1.087219 +3032 ms |Health Damage 1.087219 +3031 ms |Health Damage 1.087219 +3128 ms |Health Damage 1.087219 Total enduring flames damage 1.087 * 5 = 5.435 Paladin 20 Might 20 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 18.159912 [ 22 * ( 1 + 0.3) = 28.6 28.6 * 0.5 - 19 * 0.25 = 9.55 ] +57 ms |Health Damage 0.743958 +3019 ms |Health Damage 0.743958 +3013 ms |Health Damage 0.743958 +3026 ms |Health Damage 0.743958 +3027 ms |Health Damage 0.743958 Total enduring flames damage 0.744 * 5 = 3.72 Paladin 20 Might 20 Intellect Weapon 22-22 Arbalest (merciless hand & rabbit fur) +0 ms |Health Damage 37.959900 // FoD crit [ 22 * ( 1 + 0.3 + 0.25 + 0.1 + 0.25) = 41.8 41.8 * 0.5 - 19 * 0.25 = 16.15 ] +80 ms |Health Damage 0.724792 +2989 ms |Health Damage 0.724792 +3016 ms |Health Damage 0.724792 +3031 ms |Health Damage 0.724792 +3008 ms |Health Damage 0.724792 +3092 ms |Health Damage 0.724792 +3007 ms |Health Damage 0.724792 +3030 ms |Health Damage 0.724792 Total enduring flames damage 0.725 * 8 = 5.8 So in the above test 20 might Paladin with 22-22 arbalest vs 19 Burn DR Total Enduring Flames DOT intellect 3 hit 11.499 intellect 10 crit 5.435 intellect 10 hit 4.464 intellect 20 crit 5.8 intellect 20 hit 3.72 More intellect less damage, yes ? Better hit quality less damage, yes ? Working as intended, yes ?
  10. Perhaps a numeric example/test is needed to clarify Test subject 25 Pierce DR ( plate_armor_exceptional + blunting belt) Ranger 20 Might 3 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 5.721313 // hit 28.6 - 25 = 5.7 Min [22 * (1 + 0.3) = 28.6] +53 ms |Health Damage 8.056580 // ? +2994 ms |Health Damage 8.056580 +3032 ms |Health Damage 8.056580 Total Wounding shot damage 8.056 * 3 = 24.168 Ranger 20 Might 10 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 5.721313 // hit 28.6 - 25 = 5.7 Min [22 * (1 + 0.3) = 28.6] +60 ms |Health Damage 3.049316 // (28.6 / 4) * 1.3 - 25 * 0.25 +3008 ms |Health Damage 3.049316 +3004 ms |Health Damage 3.049316 +3045 ms |Health Damage 3.049316 Total Wounding shot damage 3.049 * 4 = 12.196 Ranger 20 Might 10 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 5.721313 // hit 28.6 - 25 = 5.7 Min [22 * (1 + 0.3) = 28.6] +89 ms |Health Damage 1.239929 // (28.6 /6) * 1.3 * 0.2 = 1.2393 +3003 ms |Health Damage 1.239929 +3026 ms |Health Damage 1.239929 +3001 ms |Health Damage 1.239929 +3094 ms |Health Damage 1.239929 +3001 ms |Health Damage 1.239929 Total Wounding shot damage 1.239 * 6 = 7.434 Ranger 20 Might 20 Intellect Weapon 22-22 Arbalest +0 ms |Health Damage 9.106628 // CRIT 34.1 - 25 = 9.1 [22 * (1 + 0.3 + 0.25) = 34.1 ] +77 ms |Health Damage 0.985535 // (34.1 / 9) * 1.3 * 0.2 = 0.985.. +2978 ms |Health Damage 0.985535 +3022 ms |Health Damage 0.985535 +3011 ms |Health Damage 0.985535 +3021 ms |Health Damage 0.985535 +3005 ms |Health Damage 0.985535 +3022 ms |Health Damage 0.985535 +3029 ms |Health Damage 0.985535 +3002 ms |Health Damage 0.985535 Total Wounding shot damage 0.985 * 9 = 8.865 //////////////////////////////// //////////////////////////////// So in the above test 20 might Ranger with 22-22 arbalest vs 25 Pierce DR Total wounding shot DOT intellect 3 hit 24.168 intellect 10 hit 12.196 intellect 20 hit 7.434 intellect 20 crit 8.865 More intellect less damage, yes ? Better hit quality less damage, yes ? Working as intended, yes ?
  11. From the quick glance I've took towards the druid shapeshift - my conclusion was their weapon base damage was enourmous, but unfortunately there were no melee damage skills to build on it and the accuracy was absolutely crap (biggest issue by far - unarmed weapon focus + paladin aura and you run out of options) ... Second issue was the short duration of the actual transformation - why invest in this not so powerfull thing that will only last a very short time out of each combat ? What happens when it expires ? You cannot change gear during combat .. Didn't check on attack speed - I'm assuming nothing earthshaking there either since nobody is bringing it up .. Seems rushed ..
  12. 10 int 10 might 20 base weapon qstaff 0 DR target Infosheet EnduringFlames 20 Crush, 50% (burn) over 10 seconds hit +0 ms |Health Damage 30.000000 // FOD weapons swing hit 20 crush + 10 burn +42 ms |Health Damage 3.000000 +3079 ms |Health Damage 3.000000 +3031 ms |Health Damage 3.000000 +3020 ms |Health Damage 3.000000 graze (same damage per tick but *0.5 duration) +0 ms |Health Damage 15.000000 // FOD weapons swing hit 10 crush + 5 burn +41 ms |Health Damage 3.000000 +2999 ms |Health Damage 3.000000 crit (same damage per tick but ~ *1.5 duration ?) +0 ms |Health Damage 45.000000 // FOD weapons swing crit 30 crush + 15 burn +60 ms |Health Damage 3.000000 +2983 ms |Health Damage 3.000000 +3001 ms |Health Damage 3.000000 +3032 ms |Health Damage 3.000000 +3033 ms |Health Damage 3.000000 Put brigantine on 12 Burn DR 15 crush DR +0 ms |Health Damage 12.000000 // 5 crush + 7 burn +54 ms |Health Damage 0.599976 // 3 < 12 * 0.25 so 3 * 0.2 (20% minimum damage) +3004 ms |Health Damage 0.599976 +3093 ms |Health Damage 0.599976 +3022 ms |Health Damage 0.599976 Put Fine robes on 5 Burn DR +9992 ms |Health Damage 38.750000 // crit 25 crush + 13.8 burn +68 ms |Health Damage 1.750000 // 3 - 5*0.25 +3000 ms |Health Damage 1.750000 +3019 ms |Health Damage 1.750000 +3029 ms |Health Damage 1.750000 +3001 ms |Health Damage 1.750000 ///////////// ///////////// Drop armor activate savage attack +0 ms |Health Damage 21.000000 // graze 14 crush + 7 burn +52 ms |Health Damage 4.200012 +2983 ms |Health Damage 4.200012 +0 ms |Health Damage 36.000000 // hit 24 crush + 12 burn +66 ms |Health Damage 3.599976 // ?? +2978 ms |Health Damage 3.599976 +3035 ms |Health Damage 3.599976 +0 ms |Health Damage 51.000000 // crit 34 crush + 17 burn +69 ms |Health Damage 3.400024 // ? +2988 ms |Health Damage 3.400024 +3016 ms |Health Damage 3.400024 +3030 ms |Health Damage 3.400024 +3035 ms |Health Damage 3.400024 Now damage per tick changes with hit quality //////////////////// //////////////////// SA off , might up to 30% bonus 0DR +0 ms |Health Damage 24.009033 // graze 16c + 8 b +53 ms |Health Damage 6.243774 +2985 ms |Health Damage 6.243774 +0 ms |Health Damage 39.009033 // hit 26 crush +13 burn +57 ms |Health Damage 5.072327 // +3067 ms |Health Damage 5.072327 +3019 ms |Health Damage 5.072327 +3025 ms |Health Damage 5.072327 +0 ms |Health Damage 54.009033 // 36c + 18 b +67 ms |Health Damage 4.681885 +2989 ms |Health Damage 4.681885 +3030 ms |Health Damage 4.681885 +3028 ms |Health Damage 4.681885 +3002 ms |Health Damage 4.681885 ////////////////// ////////////////// 5 DR on +0 ms |Health Damage 17.759033 // graze 11 c + 6.8 b +48 ms |Health Damage 4.993774 // 6.24 - 5 * 0.25 = 4.99 +3006 ms |Health Damage 4.993774 +0 ms |Health Damage 32.759033 // hit 21 c + 11.8 b +58 ms |Health Damage 3.822327 // 5.07 - 5 *0.25 = 3.82 +2992 ms |Health Damage 3.822327 +3030 ms |Health Damage 3.822327 +3002 ms |Health Damage 3.822327 +0 ms |Health Damage 47.759033 // crit 31 c + 16.8 b +61 ms |Health Damage 3.431885 // 4.68 - 5 * 0.25 = 3.43 +2987 ms |Health Damage 3.431885 +3008 ms |Health Damage 3.431885 +3025 ms |Health Damage 3.431885 +3102 ms |Health Damage 3.431885 /////////////////////// ////////////////////////// SA on 30% Might 0 DR +0 ms |Health Damage 30.009033 // graze 20 + 10 +57 ms |Health Damage 7.804138 +3017 ms |Health Damage 7.804138 +0 ms |Health Damage 45.009033 // hit 30 c + 15 b +66 ms |Health Damage 5.852539 +3006 ms |Health Damage 5.852539 +3006 ms |Health Damage 5.852539 +3033 ms |Health Damage 5.852539 +0 ms |Health Damage 60.009033 // crit 40 c + 20 b +73 ms |Health Damage 5.201965 +2997 ms |Health Damage 5.201965 +3020 ms |Health Damage 5.201965 +3000 ms |Health Damage 5.201965 +3005 ms |Health Damage 5.201965 /////////////////// ////////////////// added tln_the_merciless_hand_talent & rabbit fur +0 ms |Health Damage 70.509003 // Crit 47 + 23.5 burn +76 ms |Health Damage 6.112183 +2962 ms |Health Damage 6.112183 +3000 ms |Health Damage 6.112183 +3092 ms |Health Damage 6.112183 +3024 ms |Health Damage 6.112183 Preliminary conclusions - it suffers from the same problems as wounding shot - number of ticks is dependent of INT and hitquality ( less INT - faster to deliver damage, less damage lost to DR // more INT - damage will take longer to apply, and more damage will be lost to target DR ) ..Intellect is wounding shot's enemy !!! - because of the dilution effect with hit quality (more ticks with less damage getting constant DR substracted of each) it possible to inflict more damage with graze > hit > crit when target DR is high ..
  13. You won't get back after you try flagellant's path on monk ... Equivalates with teleport skill for your monk (no soft target will be safe ) compared with the relatively static - engagement locked battlefield ..
  14. http://forums.obsidian.net/topic/79653-intellect-hit-quality-adversely-affect-total-damage-inflicted-by-wounding-shot/
  15. WD = base_weapon_roll * (1 + sum weapon damage multipliers) Wounding shot will apply 100% of WD in DOT ticks.. Each DOT tick is again multiplied by might (YAY !!) and gets 0.25 * appropriate target's DR substracted .. Higher INT , better hit quality - dilute the DOT ticks - more ticks will less damage per tick (more time needed to apply less damage ) .. Damage lost per DR is a fixed amount.. More ticks - more damage lost due to DR .. Result - vs high DR targets - higher INT and better hit quality can end up REDUCING total damage inflicted on target .. Oh - even stranger things when you dump INT (3) .. Wounding shot does more damage than it should (even vs targets with 0 DR). test data http://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?p=1693464
  16. Conclusions - Wounding shot 100% damage as DOT is the sum of additive weapon damage mods multiplied with the base weapon damage roll before target's DR substraction.. (the same value % lash components are calculated of) .. Mechanically it functions like a 100% lash damage applied in small DOT chunks .. Favors harder hitting weapons .. - might pulls double duty for wounding shot (affects weapon damage) and is also applied for each DOT tick again - DOT ticks will lose 0.25 * appropiate target DR. - number of ticks is dependent of INT and hitquality ( less INT - faster to deliver damage, less damage lost to DR // more INT - damage will take longer to apply, and more damage will be lost to target DR ) ..Intellect is wounding shot's enemy !!! - because of the dilution effect with hit quality (more ticks with less damage getting constant DR substracted of each) it possible to inflict more damage with graze > hit > crit when target DR is high .. -above formula holds true for int >=10 .. For tests done with 3 INT - wounding damage is even higher than predicted .. test data http://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?p=1693464
  17. wounding shot +0 ms |Health Damage 13.000000 // graze ??? (OK two handed style 20 * (1 + 0.15 - 0.5) ) +53 ms |Health Damage 6.500000 +2995 ms |Health Damage 6.500000 6.5 + 6.5 = 13 +0 ms |Health Damage 23.000000 // hit +58 ms |Health Damage 5.750000 // 5.75 * 4 = 23 +3007 ms |Health Damage 5.750000 +3007 ms |Health Damage 5.750000 +3034 ms |Health Damage 5.750000 /////////////// SA on & 30% might +0 ms |Health Damage 33.005981 // hit +58 ms |Health Damage 10.729431 // (33 /4 ) * 1.3 = 10.725 Might does double duty +3012 ms |Health Damage 10.729431 +3029 ms |Health Damage 10.729431 +3371 ms |Health Damage 10.729431 5 DR +0 ms |Health Damage 28.005981 // hit 33 - 5 DR +56 ms |Health Damage 9.479431 // 10.73 - 5*0.25 = 9.48 +3084 ms |Health Damage 9.479431 +3016 ms |Health Damage 9.479431 +3011 ms |Health Damage 9.479431 /////////////////// 0DR 20 INT +0 ms |Health Damage 33.005981 // hit +63 ms |Health Damage 7.152954 // (33 / 6 ) * 1.3 = 7.15 +2994 ms |Health Damage 7.152954 +3037 ms |Health Damage 7.152954 +3007 ms |Health Damage 7.152954 +3024 ms |Health Damage 7.152954 +2998 ms |Health Damage 7.152954 //////////////// Burning Lash on staff +0 ms |Health Damage 41.257507 // hit 33 crush + 8.3 burn +65 ms |Health Damage 7.152954 // (33 / 6 ) * 1.3 +2977 ms |Health Damage 7.152954 +3018 ms |Health Damage 7.152954 +3086 ms |Health Damage 7.152954 +3028 ms |Health Damage 7.152954 +3029 ms |Health Damage 7.152954 brigantine 12 DR (15? crush) int 20 +0 ms |Health Damage 23.257507 // hit 33 - (15) = 18crush + 5.3 burn +55 ms |Health Damage 3.402954 // (33/6)* 1.3 - 15 * 0.25 = 3.4 +2987 ms |Health Damage 3.402954 +3003 ms |Health Damage 3.402954 +3010 ms |Health Damage 3.402954 +3018 ms |Health Damage 3.402954 +3005 ms |Health Damage 3.402954 crit +0 ms |Health Damage 35.757507 // 43-15 = 28 crush + 7.8 b +64 ms |Health Damage 2.463440 // (43 / 9)* 1.3 -15 * 0.25 = 2.46 +2973 ms |Health Damage 2.463440 +3011 ms |Health Damage 2.463440 +3019 ms |Health Damage 2.463440 +3009 ms |Health Damage 2.463440 +3012 ms |Health Damage 2.463440 +3022 ms |Health Damage 2.463440 +3001 ms |Health Damage 2.463440 +3011 ms |Health Damage 2.463440 9*2.46 - 6 * 3.4 = 1.74 .. int 3 +0 ms |Health Damage 23.257507 // hit 33 - (15) = 18crush + 5.3 burn +51 ms |Health Damage 12.756836 // (33/3)* 1.3 - 15 * 0.25 = 10.11 +2986 ms |Health Damage 12.756836 +3005 ms |Health Damage 12.756836 ////////// 0 dR 3 int +0 ms |Health Damage 28.757507 // graze 23 + 5.8 +55 ms |Health Damage 23.011353 // (23/2)* 1.3 = 14.95 +3009 ms |Health Damage 23.011353 +8444 ms |Health Damage 41.257507 //hit 33 + 8.3 +64 ms |Health Damage 16.506836 // (33 / 3) * 1.3 = 14.3 +2990 ms |Health Damage 16.506836 +3012 ms |Health Damage 16.506836 Conclusions - Wounding shot 100% damage as DOT is the sum of additive weapon damage mods multiplied with the base weapon damage roll before target's DR substraction.. (the same value % lash components are calculated off) .. Mechanically it functions like a 100% lash damage applied in small DOT chunks .. Favors harder hitting weapons .. - might pulls double duty for wounding shot (affects weapon damage) and is also applied for each DOT tick again - DOT ticks will lose 0.25 * appropiate target DR. - number of ticks is dependent of INT and hitquality ( less INT - faster to deliver damage, less damage lost to DR // more INT - damage will take longer to apply, and more damage will be lost to target DR ) ..Intellect is wounding shot's enemy !!! - because of the dilution effect with hit quality (more ticks with less damage getting constant DR substracted of each) it possible to inflict more damage with graze > hit > crit when target DR is high .. -above formula holds true for int >=10 .. For tests done with 3 INT - wounding damage is even higher than predicted ..
  18. It looks sad - but like I said if if you only manage a scratch (graze doing minimum damage to DR) against a 150 all resists and 50 DR enemy with high Might/Int Rogue you are GUARANTEED to score ~28 damage from the fallowing DOT ticks even if you keep missing or even get CC after ... Could put rogue to single blesca's labor for such a fight and will probably jump 120 accuracy .. Very hard not to graze even the hardest targets .. Or you could debuff first .. Enemies that are easy to hit don't last long to a rogue anyway. It is vs the hard targets deep wounds comes handy.
  19. the non-editing rule sucks .. Looking trough the game file - girdle of mortal protection bonus is 0.7333 -1 = - 0.2667 - Envenomed strike & Deep wounds do RAW damage (bypass DR).. ES has base damage per tick 12 , DW has 3 .. (every 3 seconds) - Might bonus applies normally to both ticks - INT affects duration for both abilities - DW is autohit provided weapon hits - so hit quality does not affect its damage. - ES duration is affected by its separate hitquality check vs fortitude (can miss vs fortitude even if weapon landed the hit) .. - both overwrite themselves at reapplication from same character - did not test with multiple chars .. - DW is superior in hard fights vs hard to hit bosses - since even a graze eaten by DR will guarantee 25+ RAW damage on a high might, high int rogue .. - ES can hit very hard on high INT&Might char but only after you've debuffed deflection & fortitude (at which point it isn't a hard fight anymore) test data http://forums.obsidi...s/#entry1693257 Fulvano's amulet 15% healing bonus works with everything I tested against and is multiplicative to boot (lay on hands, potions of endurance and regeneration, healing scrolls, shod-in-faith boots ..etc ) Intellect stat affects the duration of HoT effects ( scroll of moonwell, consecrated ground , potions of regeneration, .. ) . You need high might and intellect to get most healing out of those items.
  20. game files say it provides some kind of DoT (not sure) with base 2 damage per tick .. I'll look into them at some point ..
  21. Some other time... The testing session is done for the day .. Maybe tomorrow . It is a more complicated test - target DR matters and also the weapon used .. But I think I'm close to figuring it out ..
  22. My test results - Envenomed strike & Deep wounds do RAW damage (bypass DR).. ES has base damage per tick 12 , DW has 3 .. (every 3 seconds) - Might bonus applies normally to both ticks - INT affects duration for both abilities - DW is autohit provided weapon hits - so hit quality does not affect its damage. - ES duration is affected by its separate hitquality check vs fortitude .. - both overwrite themselves at reapplication from same character - did not test with multiple chars .. - DW is superior in hard fights vs hard to hit bosses - since even a graze eaten by DR will guarantee 25+ RAW damage on a high might, high int rogue .. - ES can hit very hard on high INT&Might char but only after you've debuffed deflection & fortitude (at which point it isn't a hard fight anymore) test data http://forums.obsidi...s/#entry1693257
  23. Deep wounds is also autohit provided the weapon doesn't miss .. All the other abilities I'm aware of do separate tohit check to calculate duration (most relevant envenomed strike) Are retaliation attacks supposed to be autohit ? Should they check for deflection ?
  24. - Envenomed strike & Deep wounds do RAW damage (bypass DR).. ES has base damage per tick 12 , DW has 3 .. (every 3 seconds) - Might bonus applies normally to both ticks - INT affects duration for both abilities - DW is autohit provided weapon hits - so hit quality does not affect its damage. - ES duration is affected by its separate hitquality check vs fortitude (can miss vs fortitude even if weapon landed the hit).. - both overwrite themselves at reapplication from same character - did not test with multiple chars .. - DW is superior in hard fights vs hard to hit bosses - since even a graze eaten by DR will guarantee 25+ RAW damage on a high might, high int rogue .. - ES can hit very hard on high INT&Might char but only after you've debuffed deflection & fortitude (at which point it isn't a hard fight anymore) test data http://forums.obsidian.net/topic/78410-proper-debugger-breakpoints-dot-hot-tests/?do=findComment&comment=1693257
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