secured2k Posted February 23, 2013 Report Share Posted February 23, 2013 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) 1 Quote Link to comment Share on other sites More sharing options...
Zackman [LDEV] Posted February 23, 2013 Report Share Posted February 23, 2013 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! Quote Link to comment Share on other sites More sharing options...
secured2k Posted February 23, 2013 Report Share Posted February 23, 2013 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. Quote Link to comment Share on other sites More sharing options...
Willbonney Posted February 23, 2013 Report Share Posted February 23, 2013 (edited) 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 February 24, 2013 by Willbonney Quote Link to comment Share on other sites More sharing options...
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