Quote Originally Posted by kamikazees View Post
The good thing for the guide is that regardless of how crits are figured, it should be the same across the board regardless of the implant. That is, the proportion of damage outcomes is likely to remain the same.
Not exactly. Since the Guardian has enough armor to reduce all regular attacks to single digits (around 8 damage and lower, let's just average it at 6 damage), this will change the proportionality of the implants.

Hit Implant
If you use a hit% implant and it does exactly what the description says (i.e. offers 5 more hits out of 100), this means out of 100 hits, you will do around 6 * 5 = 30 additional damage thanks to the hit% implant.

Damage Implant
Now, the damage implant will offer 5 more damage (to a mob with 0 armor), and we know that the armor in SL is different than in PL so I will be using a multiplier instead of a theoretical Guardian armor amount.

I will use a multiplier to find out how much the Guardian's armor affects our damage.

55 damage (an average damage a player "equips")/x (multiplier) = 6 damage (effective damage done on Guardian)

6x = 55; x = 9.16 multiplier

With the addition of the damage implant:

60/9.16 = 6.55 effective average damage. So this adds half a point of damage to every hit on average. This would theoretically add (with consideration to your hit% of 78) .78(100*.55) = 42.9 additional damage per 100 auto attacks (this includes misses, but not dodges).

Crit Implant
The crit implant adds 3% chance of hitting a crit. We know that armor effects crit (for we do not see any large crit numbers, i.e. 60-100). So the crit added will be a 3% chance of increasing the already reduced damage by a factor of 1.33.

For example, if the average hit is a 6 on guardian, and you hit a crit, the average crit would theoretically be 6*1.33 = 7.98
take this three times out off 100 attempts, and it adds 1.98*3 = 5.94 damage.

So in conclusion:
The hit% implant adds (to base damage) 30 damage per 100 hit attempts.
The damage implant adds (to base damage) 42.9 damage per 100 hit attempts.
The crit implant adds (to base damage) 5.94 damage per 100 hit attempts.

From your calculations:
The hit% implant adds (to base damage) 56 damage per 100 hit attempts.
The damage implant adds (to base damage) 83 damage per 100 hit attempts.
The crit implant adds (to base damage) 57 damage per 100 hit attempts.

From my calculations, hit% compared to damage is a factor of 1.43.
From your calculations, hit% compared to damage is a factor of 1.48, which is virtually the same.

However crit compared to the others, in mine and yours differs greatly, so somthing is not correct.

Quote Originally Posted by peacemaster View Post
...crit hits in high double digits as physiologic says (say 60...
Crits do NOT hit in double digits this high (at our current levels) on the Guardian. I have never even seen one in the double digits to be honest, but I suppose the max hit a crit could do is a 12 or 14 if you hit your max damage and it happens to crit. Most of the time though, and crit on Guardian is about 8 - 9 damage.


On another note, we may be able to determine the armor of the guardian using another thread's data collected.

It was discussed in another thread that between 35 and 50 armor reduces the damage by 1 point (average at 42.5 armor to reduce 1 damage).

I am using an average damage of a player at 55 points. This means the guardian must have around 42.5*(55-6) = ~2000 armor? Oy vey.

This actually makes sense when you think about how small our hits are on him, and how long he takes to kill.