Originally Posted by Lune
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Melee DPS on P99 is calculated as Max Damage = (Mod x Weapon Damage) + Main Hand Bonus (rounded down)
where (Mod) is (Offense Skill + STR) / 100
From the wiki:
For the critera above, a level 40 melee character using a 10 damage weapon, with 200 offense skill and 250 strength, max damage would be calculated as:
Mod = (200 + 150) / 100 = 3.5
Main Hand Bonus = (40 - 25) / 3 = 5
Max Damage = (3.5 x 10) + 5 = 40
Let's say that level 40 character has 100 strength instead of 150. Max hit would then be 35. Let's say 20% of all hits are max hits (the real figure is unknown to us, and is probably lower, more like 10%, but the contribution from strength scales regardless). Over 100 hits, you would do 800 damage with 150 strength (40 x 20). Over 100 hits, you would do 700 damage with 100 strength (35 x 20).
Your typical level 34 kobold from Sol B, a good opponent for a level 40 character, has 1379 HP. Let's say the 10 damage 1hander in the equation above has a delay of 20. Those 100 hits would take 3 minutes 20 seconds. At 150 strength, you would kill the kobold in 344 seconds (5 minutes, 44 seconds). At 100 strength, you would kill the kobold in 394 seconds (6 minutes, 34 seconds).
50 more strength will allow you to kill the kobold 50 seconds faster, or in 87% of the time. A level 34 mob hits for something like 74. Let's say, conservatively, 20% of its hits are max hits. Mob delay is 30. In those 50 seconds, the kobold swings 16 times (rounding down from 16.66, again, conservative), max hits 3 times (rounded down from 3.2), dealing 222 damage. (Again, this doesn't even include the kobold's non-max hits)
So again, how much HP is MAXIMUM MANA FROM INT mitigating at level 40? Jack shit. Mana doesn't even let you cast more lifetaps per unit time, which is the meaningful comparison to strength, just more lifetaps per mana bar. You'd have to cast five lvl 30 lifetaps (that's 315 mana) to get to 222 hp, and every figure above was conservative. The numbers above don't include player or kobold non-max hits. The numbers only get worse for INT at lower levels, with higher strength, with better/faster weapons, and with twohanders. Strength modifies multiplicatively in damage calculations, so the numbers only get worse for INT with STR values higher than 150 vs 100.
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