Has anyone tested the combinations for the final 5 points? I have put in Damage and I'd like to hear feedback from people who tried more than one of Crit/Damage/Armor. Please share :)
Wowsome
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Has anyone tested the combinations for the final 5 points? I have put in Damage and I'd like to hear feedback from people who tried more than one of Crit/Damage/Armor. Please share :)
Wowsome
I did crit... I think at this point crit > dmg.
But higher lvl dmg will beat crit because the modifier is linear
At 1100 armor 5% is only 55 armor (previous armor post referenced 100 armor= -33 damage so you would roughly prevent 17 damage per hit. less than .45% of you max sustainable life @ 4000hp
At damage 170 5% = 8.5 damage approx 13-14 dps
For the sake of crit number crunching imma use round numbers to compare.
Lets say a crit is worth x2 a reg att/skill roughly adding 5% crit straight increases your damage output making 10 hits produce 11-12 worth at least.
Anyine with awesomer math skills please correct me :-P
Thanks for the reply!
Please elaborate .. which modifier?
Armor<->Damage reduction ... this might not be a linear relation, so 100 : 33 :: 55 : [X = 33 * 0.55 = 18] might not be true.
I fail to understand where this number 11-12 comes from. Unlike damage/armor, crit is based on chance/probability .. so it does not have a simple formula.
I was just wondering if people have tried and tested different passives, found any difference ...
oops .. 2ble post
First your actual base damage will increase forever as modifier
Crit % is solid period capping at 100% dmg%+ can theoretically grow forever as cap increases
100armor=33 damage @21 cap as i referenced in paranthesis Your point is valid but in my favor ;-)
Here are 10 swings at 100 damage ( no crit)
100+100+100+100+100+100+100+100+100+100=1000
here are 10 swings at 5-10% crit
100+200+100+100+100+100+100+100+100+100=1100
thus 11 swings and sky/cs/axe all do added crit dmg as a skill
Again these are fake numbers for crit reference*
Btw add me id love to chat ingame about war builds and such.;-)
Thanks again, I added u :)
Raxin is correct on a lot of stuff here.
1) Armor - is not a flat reduction to damage done, it is a % reduction. At level 16 max, there was a modifier of .00047xxxx*Armor = damage reduction (sorry i don't remember past the .00047). This modifier number may change as cap changes (only STS knows). So it is hard to quantify what 5% armor really does as far as damage reduction %
2) Dam% - it may not show up on your Avatar page, but it does calculate (similar to pets). This is still the best thing to take because it is a constant increase, vs. the randomness of crits. For example Skyward Smash with the 10% upgrade does average damage = Damage *1.83. Then the range of damage is 89%-111% of average damage. Lets say your Damage is 150, so Skyward would do 244-305(274.5). Now add 5% damage, your Damage goes up to 7.5 to 157.5. Skyward would then do 256.5-320(288). The benefit of Dam% > Crit% is a constant dps boost. which over time, ends up being slightly better than crit.
3) Crit% - Crits (when not bugged, cough windmill) do about 130% normal damage for weapon attacks, and 140% for skills (with increased damage on crit skills) and obviously if a skill specifies something higher. In a game of using just average damage with no miss/dodges crit may be better than damage over a period of time. In AL however, crits will cause spikier total DPS (weapon+skill usage). high highs and low lows. If you crit with the initial Skyward in the example above your crits will range from 342-427(384.5) but 5% more often than the warrior who took 5% damage and crits 5% less often at 359-448(403.5). Over 20 attacks you will get 1 more crit with 5% additional crit. Doing average damage over 20 hits, the 5% crit warr will do 5820 damage (3 crits) while the 5% warrior will do 5991. Choosing neither would average 5710. Crit nets an average increase of about 2% and Dam% nets an avg increase of about 5% increase.
Hope this helps. You can reference some posts I made in this thread (response 18) http://www.spacetimestudios.com/show...s-with-190-dps
Ty cosmo i truly enjoy your posts they are always informative and accurate. How do they calculate.emnity/aggro? Is it straight compiled damage stat or is.there a % pie chart the engaged players share?
Sorry Raxin. I don't know this. :)
So I should go with %dmg?
Yes edges out crit skightly
Cosmo - thank you for taking the time to give out those details .. really helpful .. appreciate it :)
As i see it - it can not be derived from pure damage since there are skill upgrades that enable players get aggro without doing damage to enemy - prime example is the HOR taunt upgrade.
Thanks for the thanks and rep everyone!
Also, currently the Lifegiver skill of sorcerers draws aggro. For each NPC they must have a separate table of aggro. I would guess something like this:
- Has any mob attacked me or healed anyone yet?
- If no, the attack nearest player.
- if yes, then it is probably some equation like (total damage done to NPC X + heals)* modifier where the player with the highest total has aggro. If STS doesn't use a modifier or they aren't balanced right then that is why it's so easy for rog/sorc to get aggro.
- Was a taunt used?
- If no, then see 2.2 above.
- if yes, then player who casts taunt gains attention of NPC for X seconds. After X seconds runs out the NPC will switch back to player at the top of its aggro board based on 2.2.
The way I see it they should fix the modifier of warriors to be higher or lower the other classes. Also, when a taunt does happen, that players aggro should immediately jump put to 110% of the highest aggro on the list. This would allow the tank to possibly recapture control and could allow tanking rotations on a boss.
an STS comment would be appreciated on this topic...
No, it works great having heal taunt and windmill taunt