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Melee Combat Mechanics

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Luth
Posts: 2840

Re: Melee Combat Mechanics

Post#21 » Tue Jan 06, 2015 1:33 pm

Entertaining and enlightening:

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:mrgreen:

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Bruglir
Posts: 29

Re: Melee Combat Mechanics

Post#22 » Tue Jan 06, 2015 2:36 pm

Luth wrote:
boindill wrote:@ Luth, diese Information in Deutsch wäre nicht schlecht :)
Ne sry, das kann ich nicht alles übersetzen. :D

Aber Idrinth hat einen Calculator für defensiv Werte auf seiner Seite: Tanking Calculator.

Hehe, that tanking calculator uses all of my stuff, i was in contact with the creator while he made it, from start to eventual finish.
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Idrinth
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Re: Melee Combat Mechanics

Post#23 » Tue Jan 06, 2015 5:18 pm

Luth wrote:
boindill wrote:@ Luth, diese Information in Deutsch wäre nicht schlecht :)
Ne sry, das kann ich nicht alles übersetzen. :D

Aber Idrinth hat einen Calculator für defensiv Werte auf seiner Seite: Tanking Calculator.
Der Basiert auf Bruglirs Angaben, kann aber gerne mal versuchen das Oben alles zu übersetzten - aber keine Idee wie schnell das geht.
Habe auch an einem Rechner für offensivwerte gearbeitet, der war aber einfach noch noicht fertig. Wenn WAAGHde wieder zu 100% funktioniert baue ich da weiter und am Addon-Download usw.
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th3gatekeeper
Posts: 952

Re: Melee Combat Mechanics

Post#24 » Mon Feb 08, 2016 7:39 pm

I have a few questions about melee combat. Not 1H vs 2H or w.e but mainly how critical hit % works.

I have a Knight which gets no increase to critical damage, thus my crits deal only about 50% more than non crits.

I have ~20% crit chance (stacking crit gear) however I often feel like I crit much more than 20%. Sometimes 2-3x in a row and while I know its possible over long strings of time to experience these "anomalies" I wonder how something like your opponents initiative comes into play here.

On the character sheet it says "the chance of being critically hit" and its pegged around 20% as well.

Does this mean if I attack someone with the same initiative % I have (20%) and I have 20% crit, I actually have something like a 40% crit chance? How does that work?
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TenTonHammer
Posts: 3806

Re: Melee Combat Mechanics

Post#25 » Mon Feb 08, 2016 7:45 pm

yeah thats how it works
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Koha
Posts: 178

Re: Melee Combat Mechanics

Post#26 » Sat Apr 09, 2016 11:33 am

Luth,

Your block rating formula doesn't seem to match with Idrinth's Tanking Calculator.
His calculator seems to match with another formula I found on old posts.

Block:
Block rating of shield / (level*7.5+50) * .2 * 100 = Block % (capped at 50%)
+ block % bonuses

Did you try any kind of statistics in game to check this formula ?
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Genisaurus
Former Staff
Posts: 1054

Re: Melee Combat Mechanics

Post#27 » Sat Apr 09, 2016 2:18 pm

Koha wrote:Luth,

Your block rating formula doesn't seem to match with Idrinth's Tanking Calculator.
His calculator seems to match with another formula I found on old posts.

Block:
Block rating of shield / (level*7.5+50) * .2 * 100 = Block % (capped at 50%)
+ block % bonuses

Did you try any kind of statistics in game to check this formula ?
This is the formula the character sheet uses, and it's only accurate for PvE. The (level*7.5+50) bit is the equation for an NPCs stats at any particular level. Against players, whom have higher stats, the real block rating will be much less. The two formulas are exactly the same, they just make different assumptions.

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Koha
Posts: 178

Re: Melee Combat Mechanics

Post#28 » Sat Apr 09, 2016 6:47 pm

Thanks for the clarification Genisaurus.
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Azarael
Posts: 5332

Re: Melee Combat Mechanics

Post#29 » Sat Apr 09, 2016 7:08 pm

Requesting clarification regarding absorb mechanics. They're being disputed on the bugtracker.

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Koha
Posts: 178

Re: Melee Combat Mechanics

Post#30 » Sat Apr 09, 2016 7:21 pm

I didn't know, I'll take a look on the bugtraker then.
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