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Old 02-23-2015, 02:18 PM
jake505 jake505 is offline
Aviak


Join Date: Aug 2014
Posts: 56
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Quote:
Originally Posted by Ando [You must be logged in to view images. Log in or Register.]
I made a post on the p99 subreddit earlier and figured I should copy it over here. As someone mentioned on my original post, this does not account for Backstabs, Crits, Procs, Ripostes, etc. Just straight auto-attack damage. Everything else is too situational to put into an equation.

Lately I've been playing with a lot of newer players, and even some more experienced ones who don't fully understand Dmg/Delay/Damage Bonus and Sneak Pulling mechanics. I'd like to elaborate on both here because I feel each is important enough to take the time to write about - and I think it is also worth your time to read.

Dmg/Delay - Which weapon do I put in my offhand?
So a lot of you may have just heard the piece of advice, "put the best ratio weapon in your offhand!". This is not entirely bad, but it is not always the best choice either. The reason this matters is damage bonus. Damage what?

The following is straight out of the game mechanics section of the P99 wiki: Damage cap = (dmg * 2) where dmg is the weapon's stated damage. levels 1-9 - damage cap is 20 levels 10-19 - damage cap is 28 Levels 20-29 - damage cap is 60 30+ - lifted, can do 2x weapon damage or more based on class The dmg2 formula is true until lvl 28 where you get 1 bonus damage every 3 levels to your main hand attack. So at level 50 you get 8 extra bonus damage: main hand = (dmg2)+8 off hand = dmg*2

Just to clarify something I felt was unclear in the above statement. The Damage cap is the actual damage applied, not the damage on your weapon. So for example, at lvl 9 the maximum you can consistently hit for is 20, so a weapon with a damage of 11 or greater (11x2=22) will essentially be wasting part of its damage. Also, the damage bonus is not affected by the x2 multiplier. For example, if you have an 8/18 weapon with a dmg bonus of 1, then it will essentially be 8.5/18.

This is important when choosing the correct weapon at lower levels, especially when deciding whether to dual wield or use a 2 hander. For example, Wu's Quivering Staff (23/28 - 2hb) needs the player to be lvl 20 in order to hit for 46 damage consistently.
Another common weapon combination is Master Wu's Trance Stick (7/18) and Knuckle Dusters (14/28) - Both 1hb monk weapons. The KD clearly has the best ratio, but should it always go in the offhand? No.


Lets look at each level range.

1-9 ---> KD Damage is capped at essentially 10/28, making it a worse ratio than Trance Stick, and there is also no damage bonus at this level, so you want the best ratio weapon (Trance Stick) in main hand to maximize damage. Weapon choice -> Trance Stick mh, KD oh.

10-28 ---> KD damage is now essentially uncapped (14/28), and since there is no damage bonus on main hand yet (Because we are < lvl 28), you want the best ratio weapon in main hand since it will swing more often. Weapon choice -> KD mh, Trance oh.

28 and on ---> At 28 your main hand starts to get a damage bonus. For example at 28 your dmg bonus is 1. So ideally your main hand will hit for (weapon dmg * 2) + 1. For example, KD will hit for (14*2) + 1 = 29, so the effective dmg/delay ratio on KD in main hand is now 14.5/28, whereas Trance Stick would be 7.5/18.


If you plug those numbers into a calculator you can see the ratio on trance stick is going to go up faster than KD as you get a higher and higher damage bonus. At a certain dmg bonus it becomes better to have trance stick in MH, and KD in OH. What damage bonus, and level, is that? Lets look at it.
See this post: http://www.project1999.com/forums/sh...d.php?t=163763 for comparing any weapon setup for monks.

Bump the calculator post if it helps you.
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Last edited by jake505; 02-23-2015 at 02:34 PM..