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).
Question
peddroelm
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
Edited by peddroelmLink to comment
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