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Is there some recent problem with dmg?

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Zxul
Posts: 1890

Is there some recent problem with dmg?

Post#1 » Sun Feb 02, 2025 2:27 am

Recently I have noticed that sometimes I take a lot more dmg than usual. For example, when roaming earlier on zealot, after dying surprisingly fast to solo sw, I decided to check dmg log:

Image

That is for example 1415 non crit dmg before mitigation on Eagle Eye. So to compare, I tested a similar ability on my magus- Flickering Red Fire, same 2 sec cast time, 967 intel +54 magic power. With no +% dmg, it hits for 756 noncrit before mitigation. Now, the most +dmg which sw can get unless I'm missing something is +30% (Vengeful +BS weapon), with +30% dmg for example Flickering Red Fire would do 982 dmg for magus- compared to 1415 in screenshot. Seems like a pretty close to *1.5 difference in dmg, and I doubt that 83 intel to softcap + whatever ballistic power available is enough to cover it. No wasn't anywhere near to wc.

Same on chosen- 4 k armor, -12% armor pen, 900+ toughness, and vs some specific whs I take way more dmg than usual.

So is it just me, or has something recently changed with dmg calculations? Or is there some new bug/ exploit around?
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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leftayparxoun
Posts: 325

Re: Is there some recent problem with dmg?

Post#2 » Sun Feb 02, 2025 3:28 am

Zxul wrote: Sun Feb 02, 2025 2:27 am Recently I have noticed that sometimes I take a lot more dmg than usual. For example, when roaming earlier on zealot, after dying surprisingly fast to solo sw, I decided to check dmg log:

Image

That is for example 1415 non crit dmg before mitigation on Eagle Eye. So to compare, I tested a similar ability on my magus- Flickering Red Fire, same 2 sec cast time, 967 intel +54 magic power. With no +% dmg, it hits for 756 noncrit before mitigation. Now, the most +dmg which sw can get unless I'm missing something is +30% (Vengeful +BS weapon), with +30% dmg for example Flickering Red Fire would do 982 dmg for magus- compared to 1415 in screenshot. Seems like a pretty close to *1.5 difference in dmg, and I doubt that 83 intel to softcap + whatever ballistic power available is enough to cover it. No wasn't anywhere near to wc.

Same on chosen- 4 k armor, -12% armor pen, 900+ toughness, and vs some specific whs I take way more dmg than usual.

So is it just me, or has something recently changed with dmg calculations? Or is there some new bug/ exploit around?

Eagle Eye (https://war-abilityviewer.dalen.io/ability/9082):
Image
This means that at max Mastery Points in that tree we can expect its unmitigated damage to be
399 base damage + 2 * DB + 2 * rangedWeaponDps
and then multiplied by any dmg modifiers

I'm gonna assume this was taken via the last SW solo death I could locate on your killboard. So, their build is based around Ranged Power.
I will make the assumption that they reach 1050 BS via their tactic/RRpoints/pots (since I don't wanna go into too much detail), so they also have 285 Ranged Power on top of that. This means their DB is 1335/5 = 267
Their ranged WDps = 56.0

In total, unmitigated Eagle Eye dmg before dmg% modifiers = 399 + 2*267 + 2*56 = 1045
As you correctly said, since they are not running a Triumphant build, the maximum possible dmg% increase they could have is 25% + 5% = 30%
The expected total damage before mitigations will be:
1045 * 1.30 = 1358

This is quite close to the 1415 that was inflicted on you but I wonder where the difference lies at.
I first thought that either their liniment is giving them more Ranged Power and/or they are going slightly over the BS softcap, to result in this number.
They would need 1415/1.30 - 1045 = 43.5 more damage before dmg% modifiers to reach that. Dividing that by 2 (DB modifier), we get that they would need to have 21.7 more DB that what was calculated. That is equal to 109 more BS/Ranged Power. The highest amount of Ranged Power from linis/stews that I'm aware of is +60. This leaves an additional 49 BS that is effectively +98 BS due to the Softcap. They could have reached that depending on their tactic/RRpoints choices.

However, there is another possibility. If the Bloodlord weapon bonus stacks (they are using 2 of them), then we'd have a 35% dmg bonus. This would result in:
1045 * 1.35 = 1410 which is very close to 1415 and could be explained by having a slightly higher BS+Ranged Power total (just 9 points more).
I'm unsure if the Bloodlord bonuses stack. I was under the impression they shouldn't/didn't stack in the past, but that might have changed. Since SW didn't have access to Bloodlord weapons on the PTS, I could test it out tonight, but I'll try to see if the bonuses stack on other classes tomorrow. For now, here's the rest of the comparison analysis with Flickering Red Fire.

Edit: There could be a 3rd explanation, but I eliminated it. I was not sure whether the combat log shows the mitigation from Toughness or not. If it doesn't show it, then it could very well be that you had around 109 Toughness (perhaps after a Triumphant proc debuff on you) meaning you mitigated 43.5 damage before dmg% modifiers that isn't shown there. Looking at your build you should have at least 592 TOU which would only drop to 462 with the Triumphant debuff. This led me to discredit this option.

In comparison, here is Flickering Red Fire (https://war-abilityviewer.dalen.io/ability/8470):
Image
This means that at max Mastery Points in that tree we can expect its unmitigated damage to be
348 base damage + 2 * DB

From your example, 967 INT + 54 Magic Power is 204.2 DB
So it would do 348 + 2*204.2 = 756 damage as you report above

The difference you ask about lies in 3 things. From least to most important:
  • The base damage of the ability is around 12.5% lower (50 less at max mastery points)
  • Eagle Eye actually uses the Ranged Slot weapon compared to FRF that doesn't use the Staff. On top of that, it has a really good (2.0) multiplier for that.
  • Finally and most importantly, they have around 267 DB compared to your 204.2. This DB difference of around 63 is multiplied x2 and added to the base damage.
All these factors lead to the damage difference you are seeing. The dmg% modifier just widens the base gap.
If for example you also had 267 DB by stacking Magic Power and softcapping INT, then Flickering Red Fire would deal 882 damage and 1146 with 30% dmg bonus (before mitigations).
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Aluviya
Posts: 236

Re: Is there some recent problem with dmg?

Post#3 » Sun Feb 02, 2025 4:01 am

BL doesn't stack for sure. Did you take into consideration that SW has access to very high armor penetration atm?
I took a ss of my SW using EE with full ballistic but comparably low very WS. The current meta build that has like 80%+ armor penetration would - I highly assume have less ballistic (which would explain the number we've seen).
Image
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leftayparxoun
Posts: 325

Re: Is there some recent problem with dmg?

Post#4 » Sun Feb 02, 2025 4:08 am

Aluviya wrote: Sun Feb 02, 2025 4:01 am BL doesn't stack for sure. Did you take into consideration that SW has access to very high armor penetration atm?
I took a ss of my SW using EE with full ballistic but comparably low very WS. The current meta build that has like 80%+ armor penetration would - I highly assume have less ballistic (which would explain the number we've seen).
Image

Penetration, while important for the actual damage you inflict, does not influence the total damage you could inflict if unmitigated.

This is what Zxul wanted to check upon and that is what I ended up estimating.
You can see the Eagle Eye non-crit at 22:05:45 in the original image that did 751 dmg with 664 mitigated. For a total of 1415 damage before mitigations.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

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vanbuinen77
Posts: 340

Re: Is there some recent problem with dmg?

Post#5 » Sun Feb 02, 2025 4:36 am

They could be using no respite for 15% more damage also
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Bohavwn
Posts: 48

Re: Is there some recent problem with dmg?

Post#6 » Sun Feb 02, 2025 5:12 am

I wonder if this is the same SW that's been wrecking me with high damage. It was very jarring. I was dead in 4 globals. Checked the log and was hit with 2300 finisher after mitigation. Makes it impossible to live long enough to get close to them. I did notice that they also took a ton of damage when I was able to catch them while they were distracted by another target. So definitely glass canon. Which is very effective for ranged against melee.

Zxul
Posts: 1890

Re: Is there some recent problem with dmg?

Post#7 » Sun Feb 02, 2025 10:14 am

leftayparxoun wrote: Sun Feb 02, 2025 3:28 am ...
Thanks. Guess we are back to live situation of even high mitigation builds dying in a few gcds.

Also, will remember to point out to whoever complains about the physical dmg, that they get the weapon dps multiplier, unlike casters.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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Delirio
Posts: 69
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Re: Is there some recent problem with dmg?

Post#8 » Sun Feb 02, 2025 10:27 am

SW is broken since the beginning !
Wanka / mara

Scalvo / wpriest

Cosmine sorceress :lol:

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quda
Posts: 63

Re: Is there some recent problem with dmg?

Post#9 » Sun Feb 02, 2025 10:41 am

Zxul wrote: Sun Feb 02, 2025 10:14 am
leftayparxoun wrote: Sun Feb 02, 2025 3:28 am ...
Also, will remember to point out to whoever complains about the physical dmg, that they get the weapon dps multiplier, unlike casters.
That is the problem, for most of MMO. Even balanced, most of the time physical dmg have more bonuses than magical. Here we dont even have magical penetration as independent stat. And on top of that, they got + dmg from weapon.

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