AndreaColombo Posted June 26, 2015 Posted June 26, 2015 (edited) So, I've been doing some more testing. What happens if you take the Wildstrike talent and wear the Wildstrike belt (which, per its description, grants Wildstrike Burn)? The talent adds 30% elemental damage to your attacks. The belt tops that with an additional 10% of the same elemental kind (if you have Wildstrike Burn, the belt will make you deal 10% more burn damage; if you have Wildstrike Corrode, the belt will make you deal 10% more corrode damage; and so forth.) The way it is calculated is 30% of your non elemental damage (Wildstrike) + 10% of your non-elemental damage (Wildstrike Belt.) For example: 17.1 Slash 30% corrode = 5.13 10% corrode = 1.71 Total corrode (before DR) = 6.84 DR = 14 * 0.25 = 3.5 6.84 - 3.5 = 3.34 corrode damage dealt (Unfortunately I didn't take a screenshot of this.) In theory, the same should happen with Greater Wildstrike (which gives you 45% elemental damage) except if I apply the same logic, I don't get the actual number I see in-game. This was done with Greater Wildstrike Corrode + Wildstrike Belt. My math based on the example with Wildstrike: 20.7 * 45% = 9.315 20.7 * 10% = 2.07 Total corrode (before DR) = 11.385 11.385 - 14 * 0.25 = 7.885 which is clearly too much. If I take the Wildstrike Belt's 10% out of the equation, however: 20.7 * 45% = 9.315 - 14 * 0.25 = 5.815 which is too little. Any insights? Edited June 26, 2015 by AndreaColombo "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
peddroelm Posted June 27, 2015 Author Posted June 27, 2015 (edited) [20.7 * (0.3 + 0.1) - 14 * 0.25 ] + [20.7 * (0.15 + 0.1) -14*0.25] = 6.455 greater wildstrike adds a separate 15% lash (Same as with intense flames) .. So is 30% lash vs 25% DR + 15% lash vs 25% DR .. The belt ups both lashes by 10% so 30% to 45% and 15% to 25% and you end up with 45% lash vs 25% DR + second lash 25% vs 25% DR .. Edited June 27, 2015 by peddroelm 1
peddroelm Posted November 12, 2016 Author Posted November 12, 2016 (edited) ... current game version 3.04 much of the above tests results thus obsolete.... did a quick test to clarify primary elemental type of damage weapons and elemental perks for the damage formula. Scion of Flame will add 20% additive damage bonus to Firebrand burning sword and multiplicative 1.2 to burn lashes. (was expecting/hoping to be multiplicative for weapon damage. Very likely the bonus to spell damage is also additive .. ) Presumably spirit of decay will add 20% additive damage bonus to Bittercup sabre (slightly weakened by the sabre nerf ) .. test numbers: 30-30 firebrand test listed 63-63 30 * (1 + 0.15 + 0.2 + 0.45 +0.3) = 63 30% might 15% 2handed 20% savage attack modal 45% damage 3 50% annih on crit 20% sworn enemy situational scion of flame 20% for burn weapon and for burn lash 50% FOD burn lash 30 * (1 + 0.15 + 0.2 + 0.45 +0.3) = 63 60 damage graze 30 * (1 + 0.15 + 0.2 + 0.45 + 0.3 + 0.2 + 0.2 - 0.5) = 60 // bonus is additive 105 crit 30 * (1 + 0.15 + 0.2 + 0.45 + 0.3 + 0.2 + 0.2 + 1) = 105 //// 54 graze (no more sworn enemy) 30 * (1 + 0.15 + 0.2 + 0.45 + 0.3 + 0.2 - 0.5) = 54 // savage attack turned off 30 * (1 + 0.15 + 0.45 + 0.3 + 0.2) = 63 // 63 BONUS IS ADDITIVE //FOD crit 93.0 -DR:4.0 = 89.0 burn + 54.8 burn 30 * (1 + 0.15 + 0.45 + 0.3 + 0.2 + 1) = 93 93 * 0.5 * 1.2 - 4 * 0.25 = 54.8 Edited November 12, 2016 by peddroelm 1
peddroelm Posted November 13, 2016 Author Posted November 13, 2016 (edited) Not a proper test yet still it looks promising. (BTW I took a look at some DOT abilities .. WS, RWS, wounding propriety on weapon, deep wounds .. they seem to work properly in 3.04 ..) Combo Runner's Wounding Shot with stealth SneakAttack + Backstab on rogue. (the 80% RAW damage of RWS is calculated of DamageafterDR multiplied again with might mod). It might seem MightMod doesn't do much for rogue damage output in comparison with the rest of the damage bonuses they can get, but if you wanna mess with any kind of DOT effect ( RWS, deepwounds, envenomed strike, etc ..) that get multiplied by the MightMod again you stand to lose tons of damage without high MightMod .. Combat log example with "white" pistol. (but the potential is visible) (RWS) (Crit) 95.3 - (DR:7.0-6.0) = 94.3 pierce damage (crit/sneak/backstab). target Hobbled (for further deathblows) + 84.5 RAW damage // 94.3 * 0.8 * 1.12 = 84.4928 RWS won't get SA or backstab bonus from shadowing beyond invisibility, you can also use RWS without invisibility/stealth/backstab and it works kind of decent with SA + deathblows but it takes time to do its work and the target might die before the DOT gets applied. Second combat log example with lashed annihilating Dulcanale pistol and 20 Might: (RWS) (Crit) 120.6 - (DR:7.0-9.0) = 120.6 pierce damage (crit/sneak/backstab) + 29.3 corrode target Hobbled (for further deathblows) + 125.5 RAW damage // 120.6 * 0.8 * 1.3 = 125.424 total damage: 120.6 + 29.3 + 125.5 = 275.4 I do intend to re-test the rogue damage abilities with constant damage weapon so I'll update this at some point .. Edited November 13, 2016 by peddroelm 1
Boeroer Posted November 13, 2016 Posted November 13, 2016 (edited) Actually with Runner's Wounding Shots and also wounding weapons it's best if you have low INT. The amount of this very special DoT will be the same, but it will get applied more quickly. Higher INT only takes the exact same damage and spreads it over a longer timespan. So if you fear that the DoT of RWS takes too long you just have to dump INT. But this will screw your overall damage of Envenomed Strikes and also your Deep Wounds damage - because those profit from high INT. Edited November 13, 2016 by Boeroer Deadfire Community Patch: Nexus Mods
peddroelm Posted November 13, 2016 Author Posted November 13, 2016 (edited) I will (hopefully) get all those abilities (and others) under the microscope soon ( combat log for DOT abilities with timestamps ) (I have guests over this weekend ...) . Edited November 13, 2016 by peddroelm
peddroelm Posted November 24, 2016 Author Posted November 24, 2016 (edited) game version up to 3.05 beta Tested Aegis of Loyalty (minimum damage with negative damage mod vs charmed/dominated/confused friendlies ) . Has -0.9 damage modifier AND uses MIN BDR (NO RNG roll) . Great ability for reverse engineering damage mechanics but only works for paladin. (perhaps can be added via console to all classes for testing purposes?) Test numbers 11 * (1 + 0.21 + 0.3 + 0.5 + 0.5 - 0.9) = 17.71 // 17.71 in log (crit with exceptional axe) 14 * (1 + 0.18 - 0.5 - 0.9) = - 3.08 // -3.1 in log ( white 2h graze) 11 * (1 + 0.18 + 0.15 - 0.9) = 4.73 // 4.7 in log (fine sword ) Edited November 24, 2016 by peddroelm
peddroelm Posted November 30, 2016 Author Posted November 30, 2016 10 DEX Rogue with heavy plate, two weapon fighting. unforgiven speed small flail & sabre queued blinding strike//crippling strike & autoattack. time 0 Damage : 18.279 // blinding strike sabre hit (off hand first) Timediff: 0.952 Damage : 30.216 // blinding strike flail hit Timediff: 1.487 Damage : 17.188 // crippling strike sabre hit (off hand first) Timediff: 1.002 Damage : 22.770 // crippling strike flail hit Timediff: 1.416 Damage : 17.201 // autoattack flail hit (main hand first) Timediff: 1.491 Damage : 7.988 // autoattack sabre hit Timediff: 2.405 Damage : 25.275 // autoattack flail Timediff: 1.512 Damage : 25.739 // autoattack flail Timediff: 2.341 Damage : 14.501 // Timediff: 1.503 Damage : 16.123 // total time between first blinding hit and until the "landing" of both hits for first auto attack 0.952 + 1.487 + 1.002 + 1.416 + 1.491 = 6.348 sabre & unforgiven speed small flail queued blinding strike//crippling strike & autoattack. time 0 Damage : 20.599 // blinding strike flail hit (off hand first) Timediff: 0.855 Damage : 21.367 // blinding strike sabre hit Timediff: 2.270 Damage : 24.950 // crippling strike flail hit (off hand first) Timediff: 0.871 Damage : 32.495 // crippling strike sabre hit Timediff: 2.403 Damage : 28.057 // autoattack sabre hit (mainhand first) Timediff: 2.339 Damage : 17.256 // autoattack flail hit Timediff: 1.479 Damage : 16.017 // keep autoattacking Timediff: 2.350 Damage : 17.351 Timediff: 1.494 Damage : 19.978 Timediff: 2.335 Damage : 11.872 Timediff: 1.474 Damage : 20.122 total time between first blinding hit and until the "landing" of both hits for first auto attack 0.855 + 2.27 + 0.871 + 2.403 + 2.339 = 8.738 A bit of the catch is time 0 is NOT at the beginning of the blinding strike attack animation, but at the point the damage was inflicted (few fractions of a second error). At the end of the full attack ability the full recovery of the main hand is applied so it benefits to have the faster weapon in the main hand. The real mistery happens in between the two hits. (Sabre recovery + portions of sabre and flail attack) shorter than (Flail recovery + portions of flail and sabre attack.) Calculated speed flail recovery on above rogue 0.6666 . Calculated sabre recovery duration on above rogue is 1.3333. Either the recovery between the 2 hits of a full attack ability is completely removed or receives a hefty discount. ((1 * 0.55) + ((2 / 3) * 0.45)) + 0.11 = 0.96 ((1 * 0.45) + ((2 / 3) * 0.55)) + 0.11 = 0.92666 ((2 / 3) * (0.5 + 0.5 - 0.2 - 0.2)) / 0.6 = 0.6666 (0.5 + 0.5 - 0.2) / 0.6 = 1.3333 TLDR; Full Attack abilities used with different speed weapons will complete faster with the faster weapon in the main hand. Second test. 10 Dex Noble fighter with armored grace plate with rapier and mace, dual weapons and vulnerable attack on. Rapier + Mace knockdown + autoattack time 0 Damage : 30.121 // mace knockdown Timediff: 0.948 Damage : 5.511 // rapier knock down Timediff: 1.579 Damage : 6.085 // autoattack rapier Timediff: 1.662 Damage : 14.711 // autoattack mace Timediff: 2.301 Damage : 3.434 // more autoattack Timediff: 1.679 Damage : 18.019 total time between first knockdown hit and until the "landing" of both hits for first auto attack 0.948 + 1.579 + 1.662 = 4.189 mace + rapier knockdown + autoattack time 0 Damage : 6.436 // rapier knock Timediff: 0.841 Damage : 24.906 // mace knock Timediff: 2.398 Damage : 24.913 // mace autoattack Timediff: 2.297 Damage : 4.876 // rapier autoattack Timediff: 1.749 Damage : 9.516 Timediff: 2.286 Damage : 3.137 total time between first knockdown hit and until the "landing" of both hits for first auto attack 0.841 + 2.398 + 2.297 = 5.536 calculated autoattack cycle duration (mace + rapier swing) 1+0.11+ (0.5 + 0.5 - 0.2 - 0.2 + 0.2)/0.6 + 19/30 + 0.11 + 19/30*(0.5+0.5-0.2-0.2 + 0.2)/0.6 = 4.031111 (~ the measured autoattack data) Same fighter but with double mace. Timediff: time 0 Damage : 27.659 Timediff: 1.087 Damage : 20.233 Timediff: 2.433 Damage : 20.108 Timediff: 2.394 Damage : 11.557 Timediff: 2.436 Damage : 24.680 Timediff: 2.458 Damage : 17.268 Timediff: 2.372 Damage : 25.506 Timediff: 2.434 Damage : 26.900 Very Strong indicator that the recovery between the attacks is eliminated. In the previous cases we (probably) have ~45 + ~55% of average and fast weapon attack animations. Total as expected under 1 second at 10 dex. (1 * 0.55) + ((19 / 30) * 0.45) + 0.11 = 0.945 (1 * 0.45) + ((19 / 30) * 0.55) + 0.11 = 0.9083 1
MaxQuest Posted November 30, 2016 Posted November 30, 2016 TLDR; Full Attack abilities used with different speed weapons will complete faster with the faster weapon in the main hand.Confirming. If you perform a full-attack (such like Barbaric Blow) you will first attack with your offhand (this attack will have zero recovery). Then it will be followed by main-hand swing (and this attack already has recovery). 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
peddroelm Posted December 1, 2016 Author Posted December 1, 2016 (edited) torment's reach unload session. Fist / Sabre TR unload 10 dex plate & vulnerable armor time 0 Damage : 26.159 sabre Timediff: 0.854 Damage : 19.496 fist Timediff: 2.275 Damage : 15.176 sabre Timediff: 0.835 Damage : 28.087 fist Timediff: 2.263 Damage : 18.035 sabre Timediff: 0.836 Damage : 16.342 fist Timediff: 2.275 Damage : 33.406 sabre Timediff: 0.830 Damage : 20.491 fist Timediff: 2.273 Damage : 40.256 sabre Timediff: 0.838 Damage : 30.824 fist Switching weapons : sabre/dagger time0 Damage : 7.180 dagger Timediff: 0.833 Damage : 26.796 sabre Timediff: 2.273 Damage : 11.622 dagger Timediff: 0.844 Damage : 16.684 sabre Timediff: 2.273 Damage : 23.378 dagger Timediff: 0.826 Damage : 29.941 sabre Timediff: 2.252 Damage : 18.367 dagger Timediff: 0.846 Damage : 22.652 sabre Timediff: 2.261 Damage : 21.139 dagger Timediff: 0.845 Damage : 18.681 sabre swich again this time with dagger/sabre time 0 Damage : 30.655 sabre Timediff: 0.837 Damage : 25.238 dagger Timediff: 2.265 Damage : 42.863 sabre Timediff: 0.837 Damage : 9.210 dagger Timediff: 2.275 Damage : 27.838 sabre Timediff: 0.830 Damage : 16.409 dagger Timediff: 2.259 Damage : 44.802 sabre Timediff: 0.834 Damage : 8.085 dagger Torment Reach full attacks behave differently from the above. It still waives recovery between attacks but the final recovery is still fast even with the slower weapon in the main hand. This makes me curious to try 2 slow weapons. double spears time 0 Damage : 32.617 Timediff: 0.846 Damage : 16.614 Timediff: 2.265 Damage : 27.540 Timediff: 0.835 Damage : 29.820 Timediff: 2.266 Damage : 15.735 Timediff: 0.837 Damage : 20.062 Timediff: 2.258 Damage : 32.565 Timediff: 0.839 Damage : 24.647 Timediff: 2.271 Damage : 15.248 Timediff: 0.838 Damage : 11.498 Double spear. Same torment's reach "unload speed". Will try double fist next. Dual fist time 0 Damage : 21.800 Timediff: 0.839 Damage : 38.249 Timediff: 2.288 Damage : 27.231 Timediff: 1.021 Damage : 36.639 Timediff: 2.271 Damage : 28.428 Timediff: 0.833 Damage : 19.421 Timediff: 2.269 Damage : 33.678 Timediff: 0.851 Damage : 29.064 Timediff: 2.255 Damage : 17.523 Timediff: 0.830 Damage : 20.342 Double fist - same torment's reach unload speed... dropped the plate and turned off vulnerable attack. time0 Damage : 17.840 Timediff: 0.843 Damage : 20.738 Timediff: 1.099 Damage : 19.844 Timediff: 0.827 Damage : 12.360 Timediff: 1.110 Damage : 26.172 Timediff: 0.831 Damage : 17.858 Timediff: 1.114 Damage : 13.976 Timediff: 0.830 Damage : 22.789 Timediff: 1.099 Damage : 32.809 Timediff: 0.851 Damage : 20.158 dropped the plate and turned off vulnerable attack. Finally it speed up. Throw in a potion of DoaM for good measure.. (no recovery) time 0 Damage : 29.952 Timediff: 0.843 Damage : 20.681 Timediff: 0.692 Damage : 21.747 Timediff: 0.840 Damage : 27.008 Timediff: 1.362 Damage : 14.770 Timediff: 0.853 Damage : 20.788 Timediff: 1.205 Damage : 21.615 Timediff: 0.839 Damage : 26.754 Timediff: 1.262 Damage : 19.562 Timediff: 0.843 Damage : 15.144 Here I probably couldn't click fast enough (can't queue multiple torment reaches in POE ..) Edited December 1, 2016 by peddroelm 1
Boeroer Posted December 1, 2016 Posted December 1, 2016 Why? Does shift + click in order to create queues not work with Torment's Reach? Deadfire Community Patch: Nexus Mods
peddroelm Posted December 1, 2016 Author Posted December 1, 2016 (edited) Why? Does shift + click in order to create queues not work with Torment's Reach? never worked when I attempted it. One use per ability in invisible queue (obsidian masterminds). Works Edited December 15, 2016 by peddroelm
peddroelm Posted December 2, 2016 Author Posted December 2, 2016 (edited) Ranger companion stats progression . Takedown ability helps since it shows damage range. (with 10 might and no bonus from abilities it will show "rounded" base damage range) Wolf stats with 13-19 base damage. Others 11-17. Pierce/slash damage type. 9 DR and 5 DR penetration. Bear starts with 11 DR. at levels 4,7,10,13 & 16 the base damage gets successively multiplied by 1.2. At those levels they get 2 extra DR (3 with resilient companion perk), and +5 Accuracy that SADLY DOESN'T APPLY to special ability hit-checks (takedown vs fortitude). Wolf base damage table. 13-19 lvl 1,2,3 13*1.2 - 19*1.2 lvl 4,5,6 13*1.2*1.2 - 19*1.2*1.2 lvl 7,8,9 13*1.2*1.2*1.2 - 19*1.2*1.2*1.2 lvl 10,11,12 13*1.2*1.2*1.2*1.2 - 19*1.2*1.2*1.2*1.2 lvl 13,14,15 13*1.2*1.2*1.2*1.2*1.2-19*1.2*1.2*1.2*1.2*1.2 lvl 16 32.348 - 47.278 Abilities damage mods will work of this ever increasing damage range. And at the end multiply with lashes such as Marked Prey and Chanter burn aura. Wolf has damage output since his extra +2 to the initial damage range gets repeatedly multiplied and also has one of the fastest attack speeds. wolf Accuracy formula. 30 base + 5 perception + 3*(Lvl-1) + 5* [Lvl-1)/3] At level 16 that is 30 + 5 + 45 + 25 = 105. Takedown hitchecks at level 16 . 105 + 16 (level) =121 damage vs deflection. (105-25) + 16(level) = 96 prone vs fortitude. Might still be useful for the +1*Lvl ACC abilities get to improve chances of a hard hitting hit/crit. Wolf starts with 36 endurance and gains +12 per level ending up at 216 at lvl 16. (bear ends with 238) Lvl 16 DR 19 without resilient and 27 with resilient companion. Resting bonuses apply to companions. You can speed their attack rate a bit via rest DEX buffing. Edited December 2, 2016 by peddroelm 1
peddroelm Posted December 2, 2016 Author Posted December 2, 2016 into the fray base damage level scaling 5,6,7 22-30 8,9,10 22*1.15-30*1.15 11,12,13 22*1.15*1.15-30*1.15*1.15 14,15,16 22*1.15*1.15*1.15-30*1.15*1.15*1.15 clear out base damage level scaling 7,8,9 30-40 10,11,12 30*1.15-40*1.15 13,14,15 30*1.15*1.15-40*1.15*1.15 16 30*1.15*1.15*1.15-40*1.15*1.15*1.15 The long Pain level scaling (~*1.15 per step but not quite) summons dual ranged fists. (12m) (crush damage type) BDR 16-24 +8 ACC lvl 7,8,9 BDR 18-27 +12 ACC lvl 10,11,12 BDR 21-31 +16 ACC lvl 13,14,15 BDR 24-36 +20 ACC lvl 16 // 1
peddroelm Posted December 2, 2016 Author Posted December 2, 2016 (edited) retested wildstrike. works the same (46.6 * (0.3 + 0.1) * 1.2) + (46.6 * (0.15 + 0.1) * 1.2) = 36.348 Took a look at druid shapeshifting scaling cat dual weapons. 33% attack speed per rest flurry. so with daom potion or two weapon fighting + cat flurry 0 recovery. 5 DR pen. 16-25 0 ACC 8 DR. Lvl 1,2,3 16*1.15-25*1.15 +4 ACC 10 DR Lvl 4,5,6 16*1.15*1.15-25*1.15*1.15 +8 ACC 12 DR Lvl 7,8,9 16*1.15*1.15*1.15-25*1.15*1.15*1.15 +12 ACC 14 DR Lvl 10,11,12 16*1.15*1.15*1.15*1.15-25*1.15*1.15*1.15*1.15 +16 ACC 16 DR Lvl 13,14,15 16*1.15*1.15*1.15*1.15*1.15-25*1.15*1.15*1.15*1.15*1.15 +20ACC 18 DR Lvl 16 32.181715 - 50.28392 Savage attack works with druid melee and so does apprentice SA. At 0 Recovery those things attack extremely fast (fist/dagger speed) and hit like nuclear trucks if you bother messing a bit with wildstrike and some more damage perks. Problem (less than before) is still accuracy (survival rest ACC vs enemy type extra help) and the limited duration of the transformation. Chanter's burn lash damage aura alone would add gazillions of damage . These things have the potential to output MASSIVE amounts of damage in a short time. Can hardly wait to get DPS comparator app going (its going to be a while but I'm getting closer) Stag does pierce damage type and has +7 Resist all. Attacks slower than the cat. (as per MAXQuest's table) . Carnage has decent area but again 1 per rest. Boar does pierce damage type and attack slower than the cat. ALWAYS on DAMAGE_BEFORE_DR *0.2 as RAW damage (wounding weapons). He should be very good vs dragons with proper accuracy boost. Wolf form does pierce and gets 2 takedowns per rest. What a joke .. Staelgar (Hiravias) is just a cat by another name. Edited December 3, 2016 by peddroelm
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