Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
My Quest To 2HKO Skelegons!
#41
singularity Wrote:Due to rounding, need to round that up to 9445. And then 9445/1.5 = 6296.66666... which we need to round up to 6297. So 6297 after WDEF.
I did factor in SP into my calculations, 2 hit KO*3 hits of TT*1.5 for SP=9 basic TT hits. 85000/9=9445. Also, you don't need to round until you get to your final, damage-dealing hit.
Reply
#42
fiftyschmooo Wrote:Well its simple math, u need to deal 42.5K damage per TT without any crits to make it 100% 2hko (yes it is possible to get no crits on 2 straight TT's...) so you need to break 42.5K damage down into Star hits (i think SP was 50% of the main attack so ill use that damaging) so ur looking @ basically 4.5 star hits @ 80% damage so you need to hit 9445 damage as a mininum and if im not mistaken main damage with TT is reduced to 80% damage when SP is active so your talking about 11334 damage Per TT(would be damage out of SP) and the damage modifier for TT is what 150%? so when you work that out into a range assuming no defence your min range would need to be in the range of - 7556 wow... that doesnt seem right but this is like close to the min damage you need for a 1000000% 2hkoing a skele with 0 def... cause it is possible to hit your min damage 3 times in a row also>.> and you requested 100% 2hko>.> realistically its much lower tho >.>

but ya.. its all simple math.. just work it out (i probally did the math wrong lol) but ya.. it's all numbers man Tongue

When you use Triple Throw with Shadow Partner, the main damage isn't decreased. The "normal damage" on the description is referring to the damage your actual shadow does--80% when you're using your normal attack, 50% when you use a skill.
Reply
#43
singularity Wrote:Below results are generated from the "perpetual-alpha" (and thus still unreleased) version of NL Damage Calc v2.0:

[Image: 2hex4s9.png]
At some point, I need to work on it so there can be a public release. Tongue
(The stuff that calculates the above is all correct; lots of minor bugs in other areas that needs fixing though. Frown)

EDIT: Above includes Skelosaurus WDEF.

Below is the same ranges as above on 0 WDEF. Percentages on the right side are same as above (KO'ing of skele).
[Image: 28v1cl.png]
This looks interesting.

I'm getting different results on http://krakia.110mb.com/testing.htm o_o
(despite the page name, I haven't tested it in a long time...)
Reply
#44
I'm by no means the strongest NL, but I do 2-hit skeles all the time, as well as Chief qualm guardians, even if that might be more at say 98%. The good for nothing bastards that use gear gotten through shadey glitching and the likes tho, I'm sure they 100% 2-hit stuff like oblivion trainee monks.
Reply
#45
Russt Wrote:This looks interesting.

I'm getting different results on http://krakia.110mb.com/testing.htm o_o
(despite the page name, I haven't tested it in a long time...)
Yeah, you have a bug in your program, below stuff is conjured up, but still...
[Image: mb7b4h.png]
(Rest of image is cropped because it was insignificant for making my point.)

EmuAlert Wrote:I did factor in SP into my calculations, 2 hit KO*3 hits of TT*1.5 for SP=9 basic TT hits. 85000/9=9445. Also, you don't need to round until you get to your final, damage-dealing hit.
Yeah, but you said 9444...

And I'm not so sure on the rounding thing. For instance, for warrior/archer, is range shown in Ability window the same used as in damage calculations? Or is the game using non-rounded range to calculate their damage? (Very small difference but significant if we want to be completely accurate.)
Reply
#46
Yeah, that has to do with accumulating little rounding/subtracting errors. Lots of calculations + floating point numbers = bleh. In actuality the chances of 16/17/18 hitting that are small enough that it doesn't matter. 1/2/3 hitting shouldn't be inaccurate though, there's relatively little dividing by large numbers..
At this point I could care less anyway. I made that quite a long ago and it's not used enough for me to bother trying to fix/change.
Reply
#47
Russt Wrote:Yeah, that has to do with accumulating little rounding/subtracting errors. Lots of calculations + floating point numbers = bleh. In actuality the chances of 16/17/18 hitting that are small enough that it doesn't matter. 1/2/3 hitting shouldn't be inaccurate though, there's relatively little dividing by large numbers..
At this point I could care less anyway. I made that quite a long ago and it's not used enough for me to bother trying to fix/change.
Kinda inaccurate... but pretty close.

Used TT Min/Max of 6297 and 12999 for these.
[Image: 4744495_370x359.png][Image: 25rm24z.png]
Not really sure why the first set is more accurate when the results are more ridiculous in first set below (in spoiler).

And yes, it's reallllllllllly bad when the calculated hits are 15+.
 Spoiler
Reply
#48
singularity Wrote:Yeah, but you said 9444...

And I'm not so sure on the rounding thing. For instance, for warrior/archer, is range shown in Ability window the same used as in damage calculations? Or is the game using non-rounded range to calculate their damage? (Very small difference but significant if we want to be completely accurate.)

According to the order of operations, you only round at the very end.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)