Thread: Game Mechanics: AC/Level Mitigation & Backstabs
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Old 07-05-2011, 07:47 PM
Treats Treats is offline
Fire Giant


Join Date: Feb 2010
Posts: 981
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The only problem with Rogue backstab at the moment is the percentage you hit for minimum damage versus the percentage you hit for magic number damage. Based off the logs in this thread those parses should be something you would see from Trakanon/VP mobs that are 60+.

Quote:
I just pulled this out of my ass but I look forward to leveling just so my DPS goes up by a few points even though my gear hasn't changed much since level 50. I use the gobby earring as a serious buff because I worry my ATK, which can reach about 1200, isn't high enough and is the sole reason why my DPS is shit. In reality I'm starting to wonder if the skills are what's causing issues for melee.
This is exactly how it should work. Posted this earlier in the thread. The component that has the largest alteration of hit distribution is Mob level versus Player level. The next is Attack. I am unsure how much less Attack plays a part in it though.

Quote:
Another note here on hit distribution. Different classes have different percentages that all range between the three main numbers - Minimum damage, Magic Number, and Maximum damage. What was done back then was to use this for each one.

These are just made up percentages, they are not correct. For example, say you have a Monk that is level 60 and fighting a low dark blue (46). His hit distribution may look something like this:

30% Min, 60% Magic Number, 10% Max

Replace that dark blue mob with Trakanon and you would have an entirely different distribution:

75% Min, 20% Magic Number, 5% Max

Different classes have different spreads representing the damage tables also.

Monk vs Dark Blue mob (46)

30% Min, 60% Magic, 10% Max

Ranger vs Dark Blue mob (46)

45% Min, 55% Magic, 5% Max

Several factors affect these calculations - Player level, Player class, Attack, Mob Level, Mob AC etc.
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