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Following up on a JE's complaints to damage I discovered that some damage bonus vs shield or hull are not being counted properly.

 

The number in parenthesis is supposed to show the added damage from weaknesses or reduction from deflects. However, this number is being show and calculated as a part of the base damage instead of being added to the total.

 

In the following examples, there is added bonus damage versus a shielded mob in parenthesis but the math to get that damage does not show where that damage came from. I think this might be the cause of the feel of less damage. Mobs with weaknesses to damage types are not being applied properly. Damage versus hull would remove the 16.667% damage and be even weaker without showing any (damage modifier). This would have a larger impact on mobs with higher weaknesses or deflects vs damage types.

 

Based on some rough math, it seems the damage bonus for plasma vs shields is about 1/6 or 16.667%.

 

Base Damage

(1030 * 3.399) / 5 =  700.194

 

Bonus Damage Added

(1030 * 3.399 * 1.1667) / 5 = 816.9163398

 

816.9-700.2 = 116.7 (+117)

 

 

What it should show in game:

816 (+117)

 

What is actually happening in game:

 

701 (+117)

Which is from: (1030 * 3.399) /5 = 700.194

But where did the +117 go? 

 

 

- Defender's Pride @ 200% (1030 plasma damage)

- Intolerance @ 200% (39.9%)

- Tested at .5K range (below 50% max range)

 

1030(100% base) + 200% (Skill) + 39.9% (Enhance Beam)

* 16.67% (plasma bonus vs shield)  + 61.2% (Chim 9 debuff)

* 2 (stealth strike)

* 2 (critical)

/5 (Plasma ticks)

 

 

(1030 * 3.399) /5 = 700.194

 

In game: 701 (+117)

 

Critical:

(1030 * 3.399 * 2) /5 = 1400.388

In Game: 1401 (+234)

 

 

Stealth Strike + Critical

(1030 * 3.399 * 2 * 2) /5 = 2800.776

In Game: 2801 (+467)

 

-----

Stealth Strike + Critical + Chimaera IX (+61.2% Plasma damage)

(1030 * 3.399 * 1.612 * 2 * 2) /5 = 4514.850912

In Game: 4515 (+2181)

 

What it should be:

Stealth Strike + Critical + Chimaera IX (+61.2% Plasma damage) + Plasma Shield Bonus (16.67%)

(1030 * 3.399 * (1 + 0.612 + 0.1667) * 2 * 2) / 5 = 4981.74

In Game: 4982 (+2181)

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Your math has various errors, one is leaving out the mobs resistance (your math is assuming mob has no initial resistance). You only see the bonus in brackets after the Mobs resistance.

 

The math is working correctly, your problem is you dont know what the mobs resistance is/was when you tested which is essentially for such test.

I did this testing and the math works absolutely correct.

 

I give you a number so you can test yourself (and i will only give out this one):

Ten-Gu Skinner L 50 - 65% Plasma Resistance

 

You will see these numbers on the Ten-Gu:

 

6 Ticks (another error of your math): 555 (-765)

 

Check (DG@200 = 1320 damage):

1320 * 3(skill) = 3960

3960 / 6 = 660

660 *0,35 = 231

231 * 2 (crit) = 462

462 * 1,2 (Plasma bonus) = 555

 

Number i see ingame: 555 (-765)

 

The -765 is build like this:

 

1320 * 3(skill) * 2(crit) = 7920

7920 / 6 = 1320

1320 * 0,35 (65% resist) = 462

462 * 1,2 (Pasma bonus) = 555

 

1320 - 555 = 765 

 

 

 

Now the same with a chim (61.2%) on that same mob:

 

1320 * 3 = 3960

3960 / 6 = 660

 

660 * 0,962 = 635   (65% inital resist - 61.2% debuff = 3,8% left resist)

635 * 2 (crit) = 1270

1270 * 1,2 (Plasma bonus) = 1524

 

Number i see ingame: 1524  (+204)

 

The +204 is build like this:

 

1320 * 3 * 2 = 7920

7920 / 6 = 1320

1320 * 0,962 (3,8% resist) = 1270

1270 * 1,2 (Pasma bonus) = 1524

 

1524 -1320 = 204 

 
 
All working 100% correct!
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I was testing my shots on a level 35 mob that I thought had no resists based on the damage in parenthesis.

 

It seems my errors come from trying to reverse engineer the math; but it still doesn't explain experienced players hitting at short range noticing it takes more shots to kill a mob. Some say they can see a noticeable difference with having to make more shots or seeing less damage. My best guess is that resistances were changed on some mobs or the bonus using plasma were not getting applied.

 

Also, I still think 3-4% Beam Focus is buff should stack (different buff name) and it's a small buff they added it to level 8 to 9 items after having level 6 items that did more with enhance beam.

 

I also have found the Aquila to have no effect on beam targeting once the mobs are over level 62 which sort of makes it useless vs bosses at 66.

 

If you have the time, could you double check and look into these. Math proofs aren't needed.

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Is it possible someone removed the increase in damage due in increased weapon accuracy?  As per these patch notes from live:  http://www.earthandbeyond.ca/server/patchviewer.jsp-id=1167.html   it is supposed to.  Something has occured, that isn't meshing.  Maybe it's caused by the cap on those stats, as in, only being able to have weapon handling or accuracy up to 10? 

 

  • Items with Improved Missile Accuracy, Improved
    Projectile Accuracy, Improved Beam Accuracy, Improved Missile Handling, Improved
    Projectile Handling or Improved Beam Handling have been upgraded to include an
    increased damage effect.

Edited to add: after perusing, have seen statement that says Increased accuracy doesn't increase damage.  According to these notes, it did.  Also I understand that Handling is a Skill, while accuracy is a Stat.  If skills are capped at 10 now, then the point behind using any level 9 weapon with Increased Handling, now becomes pointless...

Edited by Willbonney
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