peddroelm Posted May 19, 2015 Posted May 19, 2015 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 4
Eywa Posted May 19, 2015 Posted May 19, 2015 It's funny ( and unfair?) how higher intellect will make you suffer in damage, it would make sense for all DoT's to make way less damage if duration is decreased and not just do all the damage in a shorter period. But with things as it is I'm glad that my ranger is super dumb then (3 int ) Thank you for the test!
MadDemiurg Posted May 19, 2015 Posted May 19, 2015 (edited) This should also go to the bug section I think. Most DoTs work properly with int. If it's considered too op for the wounding shot to scale with int just make it fixed duration (beam spells are). Edited May 19, 2015 by MadDemiurg
peddroelm Posted May 19, 2015 Author Posted May 19, 2015 This should also go to the bug section I think. Most DoTs work properly with int. If it's considered too op for the wounding shot to scale with int just make it fixed duration (beam spells are). http://forums.obsidian.net/topic/79653-intellect-hit-quality-adversely-affect-total-damage-inflicted-by-wounding-shot/
peddroelm Posted May 20, 2015 Author Posted May 20, 2015 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/
Kaylon Posted May 20, 2015 Posted May 20, 2015 (edited) In the case of WS are you sure the 0.3 bonus is related to Mig (have you tested different values for might ?)? If that's the case then one bug is here - this damage bonus should be related to your Int, not Mig. The second bug is about the length of the DOT. Adding more tics will increase the amount of damage reduced which will make high Int counterproductive against anything with high DR. The fix for WS should be: - bonus damage related to Int - DOT duration always 10s Edited May 20, 2015 by Kaylon
peddroelm Posted May 21, 2015 Author Posted May 21, 2015 (edited) 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 .. Edited May 21, 2015 by peddroelm
Kaylon Posted May 21, 2015 Posted May 21, 2015 Ok, then it seems WS gets the same treatment as raw damage dots (damage increased by Mig and duration increased by Int) when it shouldn't. Either they change the damage to raw, either they keep the duration unchanged (10s like in the description) and apply the Int bonus to damage if they want to keep the thrust damage.
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