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#111
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@Shiftin:
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As far as ATK not affecting damage distribution ATK SHOULD be shifting your damage HIGHER towards your magic number but not past it. I think that was said in that one link that went to a PDF file earlier in this thread (if not I kinda remember where it's at and I'll post it later). There were some other references to stuff that affects damage over all such as STR increasing max damage by a percentage but ATK only shifted a portion of your distribution upwards. With that said, the way I understand it is that if your ATK shifts your minimum up to your magic number but your magic number is only 10 points higher, high AC mobs will mitigate that ATK bonus and bring you right back down to minimum. That's why with a 13 damage weapon you have slightly better chances because it's not 130 -> 120 but 169 -> 120. How many of your backstabs were greater than 120 but lower than 169 with your 13 damage weapon? How many more were above 169 than with a 10 damage weapon? That might clear some stuff up about ATK. Also this: Quote:
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Last edited by Aadill; 07-27-2011 at 01:50 PM..
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#112
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#113
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Sorry kanras I'm talking about the returns per damage increase of the weapon. I used Treat's numbers because I think we established they were correct but the increase per damage of the weapon diminishes (13 points per damage but never going any higher, making the damage increase linear but the returns non-linear).
As far as the second part - is that how it should work or no? I sorta pulled that one out of my arse trying to remember what I read.. might be wrong on it~ | ||
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#114
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Player level VS Mob Level and Player ATK VS Mob AC should be the greatest factors in determining where your hit distribution is spread. Rough Example: If you were fighting Trakanon with 1000 ATK lets say most of your hits were for minimum damage. If you added 300 ATK (1300) you would probably see a pretty big increase in your hits ranging from (Min + 1) to Magic Number. Most of them still would probably on the low side (from Min to halfway between Min and Magic Number) and over Magic Number damage it would look about the same with a minimal increase (increased though). With Player level VS Mob Level there is simply no way to alter this EXCEPT to raise your level. This is why it was SO important back in classic. Differences in raiding at 59 and 60 were large. You could overcome this somewhat with higher ATK but depending on the Mob's AC (most of the time when raiding you were doing hard shit with high AC) it just wasn't enough. Couple this with being able to better resist AE's at 60 rather than 59 and you were dying alot faster requiring more heals only to do marginal DPS. Now say you were fighting a Black Bear with 1000 ATK. Most of your hits would probably be right around Magic Number damage + and -. Increasing your ATK by 300 (1300) you would end up seeing alot more hits sprayed in between Magic Number and halfway between Magic Number and Max with it dropping off as you got higher and higher to your Max damage. Hits for minimum to (Magic Number - 1) would be very low. | |||
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#116
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I think what he was saying is that it would be impossible to stop the affect of ATK on your damage distribution over (Magic Number + 1). It cannot affect just Minimum to Magic Number, it has to cover the whole range from Min to Max (but should have a low effect from (MN + 1) to Max.
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#117
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I don't know much about all the formulas involved in the damage calculations, but I know for a fact that something is off with rogue melee. On live, Rapier of Oriin in main hand with Sebilite Croaking Dirk in offhand parsed better than the converse. It doesn't here, and it's not close. I know this because I had the combo then, and I have the same combo now.
Probably not terribly helpful since I don't know how to fix the problem, but at least I can help confirm that there is a problem. | ||
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#118
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Backstab has been broke since the May 29th patch with..
Kanras: All attacks by clients except throwing and archery now using new mitigation formula to more accurately distribute hits. ...and it seems they have no plans on putting it back to how it was. Its sad when backstab is now the same as a regular off-hand melee hit 50% of the time. Actually, I hit harder with green jade axe then most of my backstabs. | ||
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#119
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#120
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I honestly don't understand the point of these posts. Do you guys expect to be double backstabbing for 350 EVERY single round????????? Quote:
Monk is next after you. What do they get? Slightly higher skill caps. No double flying kick. No minimum of 120 for flying kick. Monk Weapon Skills (Hand to Hand 245) cap 252 Double Attack cap 250 Dual Wield cap 252 Offense cap 252 Flying Kick cap 225 (Min 3) NO double flying kick Rogue Weapon Skills cap 250 Double Attack cap 240 Dual Wield cap 245 Offense cap 252 Backstab cap 225 (Min 120) Double backstab | ||||
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