![]() |
|
|
|
#1
|
|||
|
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
__________________
Haynar <Millennial Snowflake Utopia>
| ||
|
Last edited by Haynar; 11-15-2014 at 11:38 PM..
| |||
|
#2
|
||||
|
Quote:
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..
| ||||
![]() |
|
|