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2010-02-25, 04:47 AM
(This post was last modified: 2010-02-25, 05:01 AM by KaidaTan.)
May I request information on Assassinate? I'd like to know how it works well enough to be able to put it in a calculator. Also, I'd like to know if crit affects it differently if it's charged less, and what the deal is with the crit on the last hit.
Thanks.
EDIT: While I'm at it, where can I find a generally agreed-upon set of skill speeds for the Aran skills at various weapon speeds? All I know of is that table earlier in this thread and Devil's assumptions as to how to lower it. Personally, I don't trust estimations like that, so I'm wondering if anyone knows (or can find out) for sure.
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2010-02-25, 05:47 AM
(This post was last modified: 2010-02-25, 05:54 AM by JoeTang.)
KaidaTan Wrote:May I request information on Assassinate? I'd like to know how it works well enough to be able to put it in a calculator. Also, I'd like to know if crit affects it differently if it's charged less, and what the deal is with the crit on the last hit.
Thanks.
EDIT: While I'm at it, where can I find a generally agreed-upon set of skill speeds for the Aran skills at various weapon speeds? All I know of is that table earlier in this thread and Devil's assumptions as to how to lower it. Personally, I don't trust estimations like that, so I'm wondering if anyone knows (or can find out) for sure.
From what I've found, Double and Triple Swing are accurate from that table. Normal Attack I measured to be 600ms Base speed, not 750ms.
As for Assassinate... I was never too clear on how the critical worked, but
Stage = 1 + FLOOR[(Time - 1) / 2] when time > 0
Stage 0 = 0 Seconds
Stage 1 = 1 Second
Stage 2 = 3 Seconds
Stage 3 = 5 Seconds
etc.
Where every even Stage, you gain 100% on your base damage for your first three hits.
i.e. Stage 2, you do 2x damage on the first three hits
Stage 4 you do 3x Damage.
Every odd Stage, you gain 100% on your final hit
Stage 1 you do 2x damage on the 4th hit
Stage 3 you do 3x damage
etc.
Critical, I -think- it's the rated% -100 (i.e. +150% at max) at whatever rate it occurs added on top of the final damage, so it's always +150% damage when you get a critical.
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JoeTang Wrote:From what I've found, Double and Triple Swing are accurate from that table. Normal Attack I measured to be 600ms Base speed, not 750ms. Er... at what weapon speeds? Also Assassinate.
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2010-02-25, 05:57 AM
(This post was last modified: 2010-02-25, 06:32 AM by JoeTang.)
KaidaTan Wrote:Er... at what weapon speeds? Also Assassinate.
At Normal (6), if I recall correctly. I did it a long time ago.. General estimation rule that Russt Lucida came up with is (10 + weapon speed)/16 * Base Speed = Attack Speed.
So, at Fast (3), you would take 600 * [10 + 3] / 16 = 487.5ms, round it to a 30ms divisible number, and you get ~480ms Normal Attack. Try measuring with fraps if you can. I'll double check right now.
Also, I made a last-minute edit for some Assassinate. You'd have to get Fiel to clarify how critical works exactly.
93 frames at 60fps, ~1.55seconds. There's a small margin of error since 60fps is only 16.6...ms per frame.
I'm counting ~500ms for Normal Attack, and everything else matches the table for Normal (6). My bad. I just recalled it was definitely not 750ms and significantly faster.
After using Booster, it took me approximately 77 frames at 60fps to complete the combo, roughly 13/16ths of the time as estimated. Remember that 13/16ths is only an estimation using a close fraction. You can find the correlation in the original speed rankings in this thread that it's close to, but not exactly that ratio for each weapon speed.
Final Charge also correlates to these speeds, giving me ~160 frames at 60fps, ~2666ms, which sums to the Base Attack Speed total of (~500 + 420 + 660 + 1080) = 2660ms.
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Ugh, I can't find the Aran skill speed tables that I could swear Devil posted in this thread. I checked a few other threads too. Do you mind reposting them or linking me to them?
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Lucida Wrote:
| combatStep | 180 | | finalBlow | 810 | | fullSwingDouble | 420 | | comboTempest | 3000 | | rollingSpin | 840 | | tripleSwing | 660 | | finalToss | 420 | | overSwingTriple | 660 | | comboSmash | 1200 | | finalCharge | 1080 | | fullSwingTriple | 660 | | overSwingDouble | 420 | | comboFenrir | 1530 | | doubleSwing | 420 |
In the Attack Speed Reference thread.
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2010-02-25, 09:30 PM
(This post was last modified: 2010-02-26, 12:36 AM by Russt.)
Updated Ambush and applied a slightly new formatting convention.
Edit: Conducting a study on hit rate.
65 acc
25 avoid (jr necki)
Projected hit rate: 13 * 65/((24 + 0) * 25) - 1 = 0.4083
301 hits
274 misses
575 total
95% confidence interval for hit rate (yay for AP stats): 301/575 +- 1.960*sqrt(301*274/575^3) = [0.4826, 0.5623]
Suggests that the current formula is incorrect. Further investigation is needed.
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I would still like to point out for Ambush that GameMX's tests showed that DEX did play a factor in the damage somehow, where damage improved when more DEX was added but that does not appear to be accounted for in this equation.
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JoeTang Wrote:After using Booster, it took me approximately 77 frames at 60fps to complete the combo, roughly 13/16ths of the time as estimated. Remember that 13/16ths is only an estimation using a close fraction. You can find the correlation in the original speed rankings in this thread that it's close to, but not exactly that ratio for each weapon speed..
The reason it's only close is the 30ms rounding, for example 14/16 * 800 ms (standard attack) should be 700ms, but turns out to be 720ms ingame. I guess this could be considered in line with Maple's "always round to the worse number" system of rounding, where if it's between 2 outcomes it chooses the worst.
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2010-02-27, 05:07 PM
(This post was last modified: 2010-02-27, 05:13 PM by Russt.)
JoeTang Wrote:I would still like to point out for Ambush that GameMX's tests showed that DEX did play a factor in the damage somehow, where damage improved when more DEX was added but that does not appear to be accounted for in this equation.
If the equation is of the form:
-> (STR + LUK + DEX * K) * (1.5 + SkillLevel * 0.05) * damage%, then K must be contained within approximately [0.00070, 0.00075].
-> ((STR + LUK) * (1.5 + SkillLevel * 0.05) + DEX * K) * damage%, then K must be contained within approximately [0.00116, 0.00124].
-> (STR + LUK) * (1.5 + DEX * K + SkillLevel * 0.05) * damage%, then K must be contained within approximately [0.00000151, 0.00000163].
These are what I think would be the most likely cases. Alternatively, there is some mistake or something not accounted for.
Does defense affect Ambush at all? I would assume not, but to make sure.
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Lucida Wrote:If the equation is of the form:
-> (STR + LUK + DEX * K) * (1.5 + SkillLevel * 0.05) * damage%, then K must be contained within approximately [0.00070, 0.00075].
-> ((STR + LUK) * (1.5 + SkillLevel * 0.05) + DEX * K) * damage%, then K must be contained within approximately [0.00116, 0.00124].
-> (STR + LUK) * (1.5 + DEX * K + SkillLevel * 0.05) * damage%, then K must be contained within approximately [0.00000151, 0.00000163].
These are what I think would be the most likely cases. Alternatively, there is some mistake or something not accounted for.
Does defense affect Ambush at all? I would assume not, but to make sure.
Defense shouldn't affect it. It always produces the same amount of damage per hit.
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2010-03-01, 04:52 PM
(This post was last modified: 2010-03-01, 04:56 PM by Shidoshi.)
How is damage calculated for mage summons?
EDIT: Nvm, it's just the base attack as spell power with no effect from ewand or element amplification.
How much mastery though?
EDIT2: After a bit experimentation, even level 1 summon has 60% mastery.
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Lucida Wrote:If the equation is of the form:
-> (STR + LUK + DEX * K) * (1.5 + SkillLevel * 0.05) * damage%, then K must be contained within approximately [0.00070, 0.00075].
-> ((STR + LUK) * (1.5 + SkillLevel * 0.05) + DEX * K) * damage%, then K must be contained within approximately [0.00116, 0.00124].
-> (STR + LUK) * (1.5 + DEX * K + SkillLevel * 0.05) * damage%, then K must be contained within approximately [0.00000151, 0.00000163].
These are what I think would be the most likely cases. Alternatively, there is some mistake or something not accounted for.
Does defense affect Ambush at all? I would assume not, but to make sure.
Follow up:
GameMX's base damage with no DEX component is 714.984, or 714. With 132 DEX, the damage is still 714, so it must add no more than 0.0001212 damage per point.
EtherShade's base damage with no DEX component is 830.907, or 830. With 122 DEX, the damage becomes 831, so it must add at least 0.0007622 damage per point (and no more than 0.0089590).
I don't believe that the difference in damage per point between the two characters can be that dramatic, no matter where DEX is placed in the equation, and even if it were, it's such a small effect in the first place (we're talking over 1000 DEX to add a single point of damage) that it might as well not be there.
Perhaps there was a mistake and something was equipped that shouldn't have been. I'm assuming that Ambush has no DEX component unless further evidence shows a clear association.
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I posted this in the Dusk's DPS thread, but sharp eyes for heroes does not work the way we think it does. Actually I think Lucida's steps are still right, but other people are misunderstanding it and needs clarification. Sharp eyes for heroes does not get added to brandish before combo multitplier. People are saying it gives 1.9*(260%+140%), but it doesn't because theoretically it'll mean 760% output. My range was 10,064 ish max but my max crit brandish was 62.4k, nowhere near 76k. But if you treat the formula as 1.9*260%+140%=634%, it makes a lot more sense. I've tried it with rush as well, with no orbs I can do like 22k (28 rush), but with full 10 orbs, I do only 34k. This is no way 1.9x multiplier, but it makes complete sense applying SE after combo multiplier. DK on the other hand, SE does apply before zerk, so it's still (170%+140%)*2 for buster.
So I propose a paladin to try it out too to see if the multiplier works the same way with heroes, and they have both elemental and charge boosts to test on. Corsair with homing as well. Also I tested inferno with my bowmaster and the formula doesn't seem to agree once again (it's a short test so I might be wrong). I think SE is messing everything up.
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Inferno has half element. That change anything?
Awaiting results of other modifiers before I edit my description to clearly reflect the actual priority.
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By your definition, fire weak is 125% adv and 75 disadv right? I'll test out the numbers on blue and red wyverns in a bit again. But for SE and combo + brandish, the data was gathered from Oblivion 4, the weapon def seems negligible since 760% -> 634% is a huge gap that weapon def alone can't be the factor. But I'll gather some numbers on HHG2 now.
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Jellyflower Wrote:I posted this in the Dusk's DPS thread, but sharp eyes for heroes does not work the way we think it does. Actually I think Lucida's steps are still right, but other people are misunderstanding it and needs clarification. Sharp eyes for heroes does not get added to brandish before combo multitplier. People are saying it gives 1.9*(260%+140%), but it doesn't because theoretically it'll mean 760% output. My range was 10,064 ish max but my max crit brandish was 62.4k, nowhere near 76k. But if you treat the formula as 1.9*260%+140%=634%, it makes a lot more sense. I've tried it with rush as well, with no orbs I can do like 22k (28 rush), but with full 10 orbs, I do only 34k. Eh? You mean the community thought that Crit was applied first? I actually tested this a while ago with Obi for the hell of it and found the same thing. I didn't think this thread had it wrong, though.
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Edit: According to the screenshots above the percentage modifier must be contained within the interval [632%, 645%]. Looks good.
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Inferno is correct, so you can dismiss my claim. Looks like combo is just a special case since KaidaTan has stated that homing works just like everything else and that SE is applied to the cannon damage before any multiplier.
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