2013-01-08, 05:39 PM
I will be phasing out "regular" damage in favour of having only adjusted mastery for every class for my future tables. What this means is a character's mastery will always be factored into its final %/s. Since Mastery is always present, it always plays a role in a classes' true strength. The "regular" %/s did not reflect these differences in strength, leading to characters having an inflated %/s, when in reality if they had the same %/s as another class, the one with more mastery would be stronger. One of the primary factors is to reduce the amount of space used, and second is to remove a meaningless figure ("regular" damage). Every comparison between classes should be made with Adjusted Mastery figures to begin with.
I will also be adding consideration towards Additional Boss Damage. Defense Ignore can already be correlated with the differing defense values, but there is currently no support to correlate how Additional Boss Damage will affect a character's strength. To that end, I intend to implement a system as such:
I will be eliminating the 25% Defense data point, unless anyone can think of a good reason to keep it. It's basically half-way between 10% and 40%. Use some algebra, you'll be fine.
I believe for the data to be meaningful, there needs to be two data points for Boss Damage. 100% and 200% here are placeholders. If people could contribute some suggestions as to what would be meaningful, or if 100% and 200% are fine, that would be helpful.
I will also be adding consideration towards Additional Boss Damage. Defense Ignore can already be correlated with the differing defense values, but there is currently no support to correlate how Additional Boss Damage will affect a character's strength. To that end, I intend to implement a system as such:
| Defense: | 0% | 10% | 40% | 70% | Boss: | 0% | 10% | 40% | 70% | Boss: | 0% | 10% | 40% | 70% | Hits | Max | Over |
| 1 Target: | 1000%/s | 900%/s | 600%/s | 300%/s | 100% | 2000%/s | 1800%/s | 1200%/s | 600%/s | 200% | 3000%/s | 2700%/s | 1800%/s | 900%/s | 1.00/s | 50.00m/s | 0.0/s |
I will be eliminating the 25% Defense data point, unless anyone can think of a good reason to keep it. It's basically half-way between 10% and 40%. Use some algebra, you'll be fine.
I believe for the data to be meaningful, there needs to be two data points for Boss Damage. 100% and 200% here are placeholders. If people could contribute some suggestions as to what would be meaningful, or if 100% and 200% are fine, that would be helpful.

