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Old 06-02-2017, 02:46 PM
azeth azeth is offline
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Quote:
Originally Posted by Fasttimes [You must be logged in to view images. Log in or Register.]
Rangers will still out dps them.
rogue > warrior > ranger > monk > wizard

my man naethyn knows the deal
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  #2  
Old 06-02-2017, 02:48 PM
Fasttimes Fasttimes is offline
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Originally Posted by azeth [You must be logged in to view images. Log in or Register.]
rogue > warrior > ranger > monk > wizard

my man naethyn knows the deal
pretty sure I'd beat him too.
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Old 06-02-2017, 02:52 PM
Spyder73 Spyder73 is offline
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Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Increased damage tables will work just as well for 2handers as it does for one handers.
If the increased damage table is a flat damage bonus then faster 1h weapons would benefit 100x more than slow 2h weapons. I am assuming the code for this increase is lost to the annals of time so it will literally be whatever Haynar comes up with.

Getting completely reworked damage tables for multiple classes and new (arguably unclassic) skills is something I fear we will never see. You can say triple attack is an 'in era' thing and I will disagree every time - its a Lucilin thing that was put in to balance Beastlords and doesn't belong on P99.
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Old 06-02-2017, 03:09 PM
Jimjam Jimjam is offline
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I believe the damage table works as a multiplier on the DMG aspect of weapons. I have nothing to back this up other than fuzzy memory.

If my memory is correct then the damage table change is biased towards weapons that predominantly cause damage through the DMG stat, such as wurmslayers I suppose.
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Old 06-02-2017, 03:26 PM
Samoht Samoht is offline
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It's a flat bonus that scales relative to delay

http://lucy.allakhazam.com/dmgbonus.html?setcookie=1

Notice the sweet spot where 2h damage bonus more than doubles at 28 delay starting at level 55.
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Last edited by Samoht; 06-02-2017 at 03:30 PM..
  #6  
Old 06-02-2017, 06:08 PM
Troxx Troxx is offline
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Quote:
Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
It's a flat bonus that scales relative to delay

http://lucy.allakhazam.com/dmgbonus.html?setcookie=1

Notice the sweet spot where 2h damage bonus more than doubles at 28 delay starting at level 55.
TStaff dmg bonus at 60 is 36

1handers cap at 13

So epic at 16 delay ... 60/1.6 = 37.5 ... x13 = 487.5
TStaff at 30 delay ... 60/3 = 20 .... x36 = 720
IFS at 40 delay ... 60/4 = 15 .... x42 = 630

With 100% haste
Epic ... 60/0.8 = 75 ... x13 = 975
TStaff ... 60/1.5 = 40 ... x36 =1440
IFS ... 60/2 = 30 ... x42 = 1260

TStaff and IFS will actually generate more damage from damage bonus than the speedy epic fists. That's really significant. Remember it's that damage bonus that historically has made epic preferable to superior ratio found on AC and SoS.
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  #7  
Old 06-03-2017, 02:21 AM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
It's a flat bonus that scales relative to delay

http://lucy.allakhazam.com/dmgbonus.html?setcookie=1

Notice the sweet spot where 2h damage bonus more than doubles at 28 delay starting at level 55.
This table shows damage bonus, not damage tables...
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Old 06-03-2017, 02:45 PM
Samoht Samoht is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
This table shows damage bonus, not damage tables...
Yes. Yes it does. Thank you for pointing out the obvious.
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  #9  
Old 06-03-2017, 03:09 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Samoht [You must be logged in to view images. Log in or Register.]
Yes. Yes it does. Thank you for pointing out the obvious.
Ah, sorry I thought you were continuing with the line of conversation of the previous two posts. My apologies for the sidetrack!
  #10  
Old 06-03-2017, 02:52 AM
Jimjam Jimjam is offline
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From what I remember damage bonus is a flat bonus to damage on each hit, scaling with delay on 2 handed weapons.

Damage table reflects the multiplier on DMG, giving the 20 hit values that can be achieved (before potential bonus damage from strength is added).

From my understanding, the formula is something like di x dt x dmg + ds +db

where di is the damage interval; a whole number from 1 to 20 that is derived on a diceroll that is weighted by an attack/mitigation AC check, dt is a value taken from the damage table that acts as a multiplier on the di or dmg, dmg is obviously dmg stat fromt he weapon, ds is a random damage boost that is derived from strength and db is the fixed damage bonus dependant on level.


(sorry for the double post, but I wanted to edit this in and took too long)
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