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Old 10-21-2009, 03:13 PM   #21
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Bumpage plz.

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Old 04-11-2010, 06:46 PM   #22
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Old thread i know but im puzzled why your formula for max crit damage doesnt also include the (S/L) for the strength bonus? with the formulas as you have listed I obtain a higher damage result from max normal hit calc than I do with max critical hit.

Shouldn't the formula for crush Max crit (or replace w/relevant spec) be:

Y(max weapon damage)*(S/L)*(1.5*(1+(o*0.33/100))*(1+(cs*.25/100))?

also is the "L" (char level) meant to be your char level or your opponent's(mobs) level)?

Last edited by Minroth; 04-11-2010 at 06:50 PM..
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Old 04-11-2010, 11:41 PM   #23
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The X and Y were supposed to be the Calculated min and max from the first part.

Also change the 100 + level part to 100 + mob level

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Old 04-12-2010, 04:29 AM   #24
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hmmm, check this out and tell me if i got it wrong because the final answer is not at all near what i can actually do:
min damage: 8*(400/165)*(1+(60/500))= 21.72
max damage: 60*(400/165)*(1+(60/500))= 162.91 ! (the max i have seen is about 102)

as for the crits:
min crit: 8*(1.5*(1+(63*.33)/100))= 14.49
max crit: 60*(1.5*(1+(63*.33)/100))= 108.71 ! (the max i have seen is about 187)
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Old 04-12-2010, 04:35 AM   #25
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what weapons do you use and what are your levels?


EDIT im assuming 60 is the max of your weapon so u must take into account the stat bonus which is up to 1.5x and another 1.5x for a crit so ur max crit should be 163 with those numbers instead of 109
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Old 04-12-2010, 06:59 AM   #26
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the number i got for max damage is much higher than what i can do actually
i use the 52 slasher: 8-60 damage. level 65 and SS level 60.
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Old 04-12-2010, 09:30 AM   #27
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Quote:
Originally Posted by beetdabrat
hmm its probably:

S = Strength
D = Dex
L = 100 + Character Level
x = min weapon damage
y = max weaon damage
ps = pierce spec level
o = overcrit level

Pierce Hit:
Min : x * (D / L) * (1 + (ps / 250)) * MIN(S / L, 1)
Max: y * (D / L) * MIN(S / L, 1)

Crit:
X = Min damage
Y = Max Damage

Min: X * (1.5 * (1 + (o * 0.33) / 100))
Max: Y * (1.5 * (1 + (o * 0.33) / 100))

Just speculating till I can test it.

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Damn, i had headache becouse of all that numbers, think i won't calculate anymore, just be surprised when i hit hard with big number. That is point of game, isnt it? R&R not quantum physics-
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Old 04-12-2010, 03:14 PM   #28
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Quote:
Originally Posted by Darkanimus
the number i got for max damage is much higher than what i can do actually
i use the 52 slasher: 8-60 damage. level 65 and SS level 60.
if the number u got is much higher you need more str in your build
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 04-12-2010, 04:08 PM   #29
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using the 59 crusher i came up with a max damage of 250 for my skills and a max crit of 397. My max normal is 172 with rune of pain and highest crit i have seen so far is 271.

Wtf is wrong?
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Old 04-12-2010, 04:10 PM   #30
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Quote:
Originally Posted by beetdabrat
The X and Y were supposed to be the Calculated min and max from the first part.

Also change the 100 + level part to 100 + mob level

Beet Da Brat
Firstly the X (capitalized) and Y (same) were taken directly from your previously posted calculation and were/are listed as being for max CRIT damage, which is the purpose for which they were reused in my above query.

Secondly, you failed to give any indication concerning the lack of the strength bonus in your min and max crit damage calculations (with emphasis on the max crit damage calc).

I also noticed that you left out the spec bonus in your original max crit damage calculation.

Would you be so kind as to review and repost complete calculations for min and max crits to put this issue to rest once and for all?

Many thanks in adavance.
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Old 04-12-2010, 04:20 PM   #31
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I figured out what was wrong. I finally remembered what klippi had told me a year ago. The max of weapon cannot be more than 1.5 the listed max before modifiers. So looking back at formula the (S/L) was giving a 2.3 well over the max it can be. Instead a 1.5 needs to be put in for it giving me 156. adding on Crush Spec gave me a 163 and then adding on the rune of pain gives me 172.78 so your formula is bugged. Your formula for crits is working right though.

Just change the (str/lvl+100) to 1.5 if goes over that.
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Old 04-12-2010, 06:31 PM   #32
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Quote:
Originally Posted by Darkanimus
the number i got for max damage is much higher than what i can do actually
i use the 52 slasher: 8-60 damage. level 65 and SS level 60.
CE and CS are calculated at the end of everything to give the biggest bonus possible.
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Old 04-12-2010, 08:10 PM   #33
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Quote:
Originally Posted by thatperson
if the number u got is much higher you need more str in your build
i dont get it?
if i added more str to my build, i will add more to the formula which will make he result, again, higher than what i will do with the added str. its a loop; an error.
According to Launce, the max (str/(100+level) modifier is 1.5, which will give a result that is close to the actual in-game damage.
than again, if that is true, 300 str would give the max modifier (1.5). so what is the role of the rest of str. is it to rise the average damage close to the max? in other words, will it help in hitting max damage more often?
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Old 04-13-2010, 12:05 AM   #34
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Quote:
Originally Posted by launcelot
I figured out what was wrong. I finally remembered what klippi had told me a year ago. The max of weapon cannot be more than 1.5 the listed max before modifiers. So looking back at formula the (S/L) was giving a 2.3 well over the max it can be. Instead a 1.5 needs to be put in for it giving me 156. adding on Crush Spec gave me a 163 and then adding on the rune of pain gives me 172.78 so your formula is bugged. Your formula for crits is working right though.

Just change the (str/lvl+100) to 1.5 if goes over that.
Ya that was my fault I posted in another thread that it maxes out at 1.5x. Forgot to add it here. But if you dont have enough str it will tell you what your multiplier is up to 1.5x

@Min I said in my first post that you would have to add your class bonus and any rune bonuses. as for the capital x and y they are your calculated min and max damage from the first part.

X = the calculated Min damage
Y = the calculated Max damage

Which is why I didnt put X = Min Weapon Damage, Y = Min Weapon Damage because that is not what I used. All you have to do is take the numbers you got from the normal damage calculations and plug them into X and Y in the crit formula.
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Old 04-13-2010, 12:13 AM   #35
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Quote:
Originally Posted by Darkanimus
hmmm, check this out and tell me if i got it wrong because the final answer is not at all near what i can actually do:
min damage: 8*(400/165)*(1+(60/500))= 21.72
max damage: 60*(400/165)*(1+(60/500))= 162.91 ! (the max i have seen is about 102)

as for the crits:
min crit: 8*(1.5*(1+(63*.33)/100))= 14.49
max crit: 60*(1.5*(1+(63*.33)/100))= 108.71 ! (the max i have seen is about 187)
It would be

min damage = 8 *MIN((400/165), 1.5) * (1 + (60/500)) = 13.44
max damage = 60 *MIN((400/165), 1.5) * (1 + (60/500)) = 100.8

min crit = 13.44 * (1.5*(1+(63*.33)/100)) = 24.35
max crit = 100.8 * (1.5*(1+(63*.33)/100)) = 182.63

This isn't including any runes you may be using or class bonus.

Also to answer your other question, yes more str helps hit closer to max more often.

Here they are revised!

S = Strength
D = Dexterity
L = 100 + Character Level max of 1.5 or more accurate 100 + mob level still maxed at 1.5
x = min weapon damage
y = max weapon damage
ss = slash spec level
ps = pierce spec level
cs = crush spec level
o = overcrit level

Slash Hit:
Min Calculated Damage : x * (S / L) * (1 + (ss / 500))
Max Calculated Damage: y * (S / L) * (1 + (ss / 500))

Pierce Hit:
Min Calculated Damage : x * (D / L) * (1 + (ps / 250))
Max Calculated Damage: y * (D / L)

Crush Hit:
Min Calculated Damage : x * (S / L)
Max Calculated Damage: y * (S / L) * (1 + (cs / 400))

Crit:
X = Min Calculated Damage
Y = Max Calculated Damage

Min : X * (1.5 * (1 + (o * 0.33) / 100))
Max: Y * (1.5 * (1 + (o * 0.33) / 100))

If you have a class bonus multiply the calculated damages by that and rune of pain if you have it linked.

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Old 04-13-2010, 03:14 AM   #36
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Quote:
Originally Posted by Darkanimus
in other words, will it help in hitting max damage more often?
yes
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 04-13-2010, 04:19 AM   #37
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alright. now its clear.
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Old 04-13-2010, 08:46 AM   #38
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Thanks for the clarification Bdb, I misunderstood when you said X and Y were from the first part. Now the numbers work.
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Old 04-14-2010, 06:25 AM   #39
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Could you post some formulas for archery too Beat.

Thanks in advance.

Here is what I have:

S = (200 + 2*mob lvl) x1.5 [ How high int + cnc must be to do full damage ]
or
S = int + cnc <=== pick whichever S is lower
L = 100 + Character Level
x = min arrow + min bow damage
y = max arrow + max bow damage
sc = serial criticality lvl


Normal Hit:
Min : x * (S / 2L) = A
Max : y * (S / 2L) = B


Crit:
Min: A * (1.5 * (1 + [(sc * 0.1) / 100])) = C
Max: B * (1.5 * (1 + [(sc * 0.1) / 100])) = D

How does that look.

Also how would I go about including the archery class bonuses into these equations ? Not sure how to do that. I tried one approach but it gives me results that are too high:


Cheers and Thanks again. Any feedback appreciated.
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Old 04-14-2010, 06:18 PM   #40
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From what I saw

S = (int + cnc) / 2 (the average)
L = 100 + level or 100+ mob level if it is much different
x = min bow + min arrow damage
y = max bow + max arrow damage
sc = serial criticality level

Calculate Min Damage = x * MIN(S/L, 1.5)
Calculate Max Damage = y * MIN(S/L, 1.5)

Ciritcal Hits:
X = Calculated Min Damage
Y = Calculated max Damage

Min Crit Damage = X * (1.5 * (1 + (sc / 1000)));
Min Crit Damage = Y * (1.5 * (1 + (sc / 1000)));


Casting:

Red and Blue Magic:
I = int
L = 100 + level or 100+ mob level if it is much different
x = min gem damage
y = max gem damage
i = inferno level
f = flare up aura

Red:
Calculated Min Damage = x * MIN(I / L, 1.5) * (1 + ((i *.35) / 100))
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + ((i *.35) / 100))

Blue:
Calculated Min Damage = x * MIN(I / L, 1.5) * (1 + (i / 500))
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + (i / 500))

Black and Green Magic:
I = int
L = 100 + level or 100+ mob level if it is much different
x = min gem damage
y = max gem damage
n = necromancy level
f = flare up aura

Calculated Min Damage = x * MIN(I / L, 1.5) * (1 + ((n *.35) / 100))
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5) * (1 + ((n *.35) / 100))

White Magic:
I = int
L = 100 + level or 100+ mob level if it is much different
x = min gem damage
y = max gem damage
f = flare up aura

Calculated Min Damage = x * MIN(I / L, 1.5)
Calculated Min Damage = MIN((y + f), 2y) * MIN(I / L, 1.5)

Crits:
X = Calculate Min Damage
Y = Calculated Max Damage

Min Crit Damage = X * 1.5
Max Crit Damage = Y * 1.5

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Last edited by beetdabrat; 04-14-2010 at 06:26 PM..
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