Question on damage multipliers

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Azarael
Posts: 5332

Re: Question on damage multipliers

Post#11 » Fri Feb 12, 2016 11:28 am

The server uses the formulas from the Melee Combat Mechanics and Bruglir, which were worked out from the live server.

*mutters something about yet /another/ "I remember this from live" thread.*

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samsauce
Posts: 35

Re: Question on damage multipliers

Post#12 » Fri Feb 12, 2016 12:48 pm

Azarael wrote:The server uses the formulas from the Melee Combat Mechanics and Bruglir, which were worked out from the live server.

*mutters something about yet /another/ "I remember this from live" thread.*
Is it possible to get links to what you used? I found the Bruglir wordpress but cant find any info on combat mechanics on there https://bruglir.wordpress.com/category/ ... e-general/

Also found an ancient post on http://fusion-guild.org/forums/archive/ ... -3772.html but no sign of anything else related to warhammer online combat mechanics, google has no idea.

You said they have been worked out from the live server, do we know what patch period these numbers are from? Would love to know myself too, the way I've seen it thus far on this server it's an order wrecking crew versus a destruction that doesn't have much destruction to give! :)

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Azarael
Posts: 5332

Re: Question on damage multipliers

Post#13 » Fri Feb 12, 2016 1:01 pm


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Bozzax
Posts: 2616

Re: Question on damage multipliers

Post#14 » Fri Feb 12, 2016 1:47 pm

IMO It is not that weird actually.

@32 gear is weak since there is a gear progression "hole" 28 > 35-ish (26 > 35 in our case)
@32 Skills are strong with maxed out specialisation trees for the first time
@32 we also have a higher RR cap compared to WAR T3 (capped by rank on WAR)
@32 for a long time we has given us time to max tallies and potions like never before in T3


Tier 3 (22-31)
22
23
24 “of Mayhem” Requires – Rank 22/23/24
25
26 “Stalker’s” Requires – Level 20/22/24/26
26 “Devastator” Requires – Rank 23/24/25/26, Renown Rank 23/24/25/26
27
28 “Redeye” Requires – Level 24/26/27/28 (missing)
29
30
31
Tier 4 (31+)
32 >>>>>> We are here with the current cap at rank 32/40
33
34 “of Ruin” Requires – Rank 34/35/36
35 “Annihilator” Requires – Rank 35/36, Renown Rank 31/33
Last edited by Bozzax on Fri Feb 12, 2016 2:06 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

shebali
Posts: 56

Re: Question on damage multipliers

Post#15 » Fri Feb 12, 2016 2:03 pm

Azarael wrote:The server uses the formulas from the Melee Combat Mechanics and Bruglir, which were worked out from the live server.

*mutters something about yet /another/ "I remember this from live" thread.*
Something is just missing or off with what is being used. Some toons are doing way too much damage. AM ST is doing more than max deeps AM on live with RR70 gear. SW damage is high, BW damage is high.

Some moves are just doing too much damage, which make me think A: Int or main source of damage giving too much contribution. Or B: something else is being used. People are rank 32 doing more damage than well geared 40's were.

Poof is in Auto Attack damage. You have people doing 1k damage with having half of the stats ( and rank 32) I did while I was doing 1k AA damage. ( My Pre RR80 setup I was running 1100 Str before TOVL gear was out). This is not from what I remember. I have SS and data from my DPS test with target armor etc. I also have a DPS test with 70 DPS dagger where I was hitting 1200 AA with unbuffed 312 Melee Bonus. Rank 32 WH are doing close to that damage with gear not even near of what I was using.

This is not going to scale once T4 and higher dps weapons are used.

P.S Magus damage is super low. Not sure how the Engine is hitting harder, but it is. Just thought I would share that so you could check it out.


By the way, this is in no way attacking your team's hard work. More or less me pointing out things I noticed, as I have a good level of attention to details with classes I have played.

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Azarael
Posts: 5332

Re: Question on damage multipliers

Post#16 » Fri Feb 12, 2016 2:12 pm

Maybe you could try actually calculating the damage using the Melee Combat Mechanics thread and then displaying a case in which the emulator's results differ from that?

I mean, it's all well and good saying you've got a feeling, but I'm honestly busy looking at group / warband code at the moment and I really don't have time to look at this.

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Scrilian
Posts: 1570

Re: Question on damage multipliers

Post#17 » Fri Feb 12, 2016 2:26 pm

Spoiler:
shebali wrote: Something is just missing or off with what is being used. Some toons are doing way too much damage. AM ST is doing more than max deeps AM on live with RR70 gear. SW damage is high, BW damage is high.

Some moves are just doing too much damage, which make me think A: Int or main source of damage giving too much contribution. Or B: something else is being used. People are rank 32 doing more damage than well geared 40's were.

Poof is in Auto Attack damage. You have people doing 1k damage with having half of the stats ( and rank 32) I did while I was doing 1k AA damage. ( My Pre RR80 setup I was running 1100 Str before TOVL gear was out). This is not from what I remember. I have SS and data from my DPS test with target armor etc. I also have a DPS test with 70 DPS dagger where I was hitting 1200 AA with unbuffed 312 Melee Bonus. Rank 32 WH are doing close to that damage with gear not even near of what I was using.

This is not going to scale once T4 and higher dps weapons are used.

P.S Magus damage is super low. Not sure how the Engine is hitting harder, but it is. Just thought I would share that so you could check it out.


By the way, this is in no way attacking your team's hard work. More or less me pointing out things I noticed, as I have a good level of attention to details with classes I have played.
And I somehow feel the opposite, that the overall damage is quite similar to what it used to be and what should be expected from stats available to 32/40. Dots and spells in particular might feel that hit harder here, because of much lower hp pool (was quite used to have twice the wounds) and dps mainstat cap(850) being not that far of the 1050.
Azarael wrote: I'm honestly busy looking at group / warband code at the moment
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noisestorm
Posts: 1727

Re: Question on damage multipliers

Post#18 » Fri Feb 12, 2016 2:32 pm

Basically the difference we have to t4 now is a lack of ~63-70 bonus dps (from ~200str+ ~23dps from weapons). On the other hand enemies will have about 100-500 more toughness as well as 2-3k more armor. Now do the math

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Tklees
Posts: 675

Re: Question on damage multipliers

Post#19 » Fri Feb 12, 2016 2:43 pm

I honestly feel my damage is on par with Live, I run about 850 str in a group, with 21% armor pen, and 19% crit, I see an average of 300-500 on AAs and torment is right around 1k most of the time with a 5 point abso being about 1200. I will run my dps meter throughout the next few days and post results, shows average damage per ability etc.

Will post results on Monday.

@Noise, I agree, my damage bonus only goes up by about 50% from here on out, but the defense almost doubles in t4
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noisestorm
Posts: 1727

Re: Question on damage multipliers

Post#20 » Fri Feb 12, 2016 2:46 pm

Tklees wrote: @Noise, I agree, my damage bonus only goes up by about 50% from here on out, but the defense almost doubles in t4
That is exactly the point why we do NOT want to see any "hurrdurr but i feel back on live X and Y was different" without actually posting any valid testing results and proof of what has been stated. If someone has a feeling that something is then fu*king test it out and give us a solid proof of what is wrong.

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