Thread: Game Mechanics: Mightystrike / stuns/ kick stuns
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Old 11-19-2014, 01:44 PM
Burgerking Burgerking is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Here are my results.

For a given weapon, you will have a max damage, based on several things that contribute.

I will call max damage, max_dmg.

The damage bonus a weapon gets, I will call dmg_bonus.

The base damage of a weapon, I will call base_weap_dmg.

Here is a list of weapon damage bonuses:
http://lucy.allakhazam.com/dmgbonus.html

For critical hits, weapons in primary (difference for offhand, it gets no damage bonus component).

Min_Crit_dmg = 1.7 * base_weap_dmg + 8 + dmg_bonus
Max_Crit_dmg = (max_dmg - dmg_bonus) * 1.7 + 8 + damage_bonus

For crippling blows (no dmg_bonus for offhand):

Min_Crippling_blow_dmg = 2.9 * base_weap_dmg + 13 + dmg_bonus
Max_Crippling_blow_dmg = (Max_Crit_dmg - dmg_bonus) * 1.7 + dmg_bonus

Whew ....

H
That's fine for the dmg values but you don't have AC factoring in miss rate, you're rolling it solely off of weapon skill. Which is why people are saying they are getting hit a lot more than they remember.

You also don't have AC factoring in dmg mitigation at the correct rates which is why melee's are hitting a lot harder than they should.

You cannot lower the resist caps until this is first addressed, or otherwise you would have literally buffed melee's while nerfing casters, when casters are already un-viable for pvp vs melees.
Last edited by Burgerking; 11-19-2014 at 01:55 PM..
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