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Thread: Guide to Advanced Mechanics in PL: DPS, Crits, etc.

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    Too lazy to go to a hotspot. Here's the damage from Yanis' helpful threads:
    Hax 85-94, 0.8 speed
    Limbchopper 115-135, 0.9 speed
    Harpoon 110-150, 1.0 speed
    Zuraz 130-162, 1.3 speed
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    Quote Originally Posted by drewcapu View Post
    Too lazy to go to a hotspot. Here's the damage from Yanis' helpful threads:
    Hax 85-94, 0.8 speed
    Limbchopper 115-135, 0.9 speed
    Harpoon 110-150, 1.0 speed
    Zuraz 130-162, 1.3 speed
    I'd need these damages to correspond to Shemrom's stat window exactly, and not everyone's build is the same, unless you can take those and equip it yourself and give me the figures you have?

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    Quote Originally Posted by Physiologic View Post
    I'd need these damages to correspond to Shemrom's stat window exactly, and not everyone's build is the same, unless you can take those and equip it yourself and give me the figures you have?
    The damage I put where not from the weapon itself but from my drain life skill. What I am talking is that depending on the weapon and weapon speed you dish out more damage with the skills. I am not talking about weapon base damage.
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    Quote Originally Posted by Shemron View Post
    The damage I put where not from the weapon itself but from my drain life skill. What I am talking is that depending on the weapon and weapon speed you dish out more damage with the skills. I am not talking about weapon base damage.
    Not weapon base damage - I ask for the damage seen in the left-hand side of your character as such:

    This is to compare the change in damage on normal damage range versus skill damage range.

    awesome... if you do in fact make a list of campaign armor values, it would need to be its own thread. very important facts there everyone wants to know.
    though you summed up the armor values of the campaign into a single value... i cant remember the mob types there, but is it only mummies or something? going to plasma pyramid it is clear to see that the three different colored djin mobs have different armor values, even more pronounced in shadow caves.
    The armor values are just for the mummies and desert nomads in Close Encounters, I apologize for not specifying. I can develop armor values, percentage of damage reduction values, and possibly even health values as well per campaign, though this may take quite some time to publish.

    One thing I'd be curious to know is whether the conclusion in the last part of the analysis, about dps vs damage, changes once you factor in reduction in damage from armor. In theory a higher damage weapon is better than a lower damage one of equal dps against mobs with high armor. That's because the armor reduction is applied for every hit, so for the higher speed weapon the reduction is applied more times than for the lower speed one (since there are more hits). So my guess is that against mobs with high armor like in AO3, at some point a gun/bow may be better than a talon even against bosses.
    Xymorg was helpful in pointing this out in this thread and I do agree that at some critical armor value, a weapon with high damage/low DPS and a weapon with low damage/high DPS will be equal, and above that armor value the high damage/low DPS weapon will win out. But keep in mind that value is assumed without debuffs; it may be quite possible to strip an enemy from its armor to a large enough percentage as to make the high DPS weapon more efficient than the low DPS weapon against a high armor enemy. The extent of "armor stripping" an enemy is currently an unknown value range, so that would have to be calculated as well to render my statement true or false

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