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Влияние профильного стата на стартовое значение абилки

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Народ подскажите, не могу что-то формулу найти нигде. Как зависит стартовое значение абилки от профильного стата?

И на сколько я понимаю сейчас до какого-то значения (до какого? 90*15+20=1370?) одна формула а после него другая.

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http://www.eq2flames.com/combat-discuss ... again.html


  • [*:284s3jtt]So at 1200, if you add 12 INT, you add 0.225% damage to your spells base damage. At 2000 INT, it will take 20 INT to add the same 0.225% damage increase.
    [*:284s3jtt]If you are around Spell damage/Potency cap these days, potency is worth about 0.4% total damage increase for every 1% Potency (for most mages anyway). This means that very roughly, we can say that adding 2% more INT is worth 1% Potency (24 INT at 1200 or 40 INT at 2000)

З.Ы. Подставляете на место инт интересующий стат и вуаля), Мудрость у хилов на хилки не влияет!111 ток на враждебные спеллы/боевые умения/автоатаку

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З.Ы. Подставляете на место инт интересующий стат и вуаля), Мудрость у хилов на хилки не влияет!111 ток на враждебные спеллы/боевые умения/автоатаку

Это понятно.

So at 1200, if you add 12 INT, you add 0.225% damage to your spells base damage. At 2000 INT, it will take 20 INT to add the same 0.225% damage increase.

If you are around Spell damage/Potency cap these days, potency is worth about 0.4% total damage increase for every 1% Potency (for most mages anyway). This means that very roughly, we can say that adding 2% more INT is worth 1% Potency (24 INT at 1200 or 40 INT at 2000)

Эмм..... Нифига не поняла. Подставить какое конкретное значение инты и посмотреть чего получилось я и сама могу -))) Формулу бы влияния инта на конечную цифру нарисованную на абилке... вот реюз=БазовыйРеюз(1+БонусРеюза/100) Вот такое и надо по инту...

Или вот это 12INT=0.225% damage increase оно и есть?

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Или вот это 12INT=0.225% damage increase оно и есть?

Нифига не оно даже близко. Вот при увеличении инта с 36 до 208 дамаг на спелке увеличивается с 532 до 639.... И это сильно больше чем 0,225% за 12 интов...

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прочитай предложение целиком, там имеется в виду что 10% увеличения инты должно дать +0,225% к спелу т.е. при 1200 инты это 12, при 2000 - 20 и т.д.

36 и 208 ни фига не 1200+, там другая формула

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прочитай предложение целиком, там имеется в виду что 10% увеличения инты должно дать +0,225% к спелу т.е. при 1200 инты это 12, при 2000 - 20 и т.д.

не 10% а 1% -))

36 и 208 ни фига не 1200+, там другая формула

Так какая? Или хотя бы (с учётом того, что 1200 сейчас наверное у всех есть) сколько прибавить к стартовому значению абилки при 1200?

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At 0 INT, my Bolt of Ice returns 5616 dmg

At 200 INT, my Bolt of Ice returns 6582.5 dmg = +17.2% from 0 INT

At 400 INT, my Bolt of Ice returns 7483 dmg = +13.7% from 200 INT

At 600 INT, my Bolt of Ice returns 8201 dmg = +9.6% from 400 INT

At 800 INT, my Bolt of Ice returns 8736 dmg = +6.5% from 600 INT

At 1000 INT, my Bolt of Ice returns 9089 dmg = +4% from 800 INT

At 1220 INT, my Bolt of Ice returns 9266 dmg = +1.9% from 1000 INT

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То есть видимо можно сказать, что 1200 инта дают +65% к базе абилки. А дальше поверить что +1% инт = +0,225% базы...

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Нужно, чтобы кто-то проверил.

Но у меня два вопроса. Как сделать ноль интелекта? Как увеличивать интеллект с шагом 200, не трогая базу и БОЕ?

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Но у меня два вопроса. Как сделать ноль интелекта? Как увеличивать интеллект с шагом 200, не трогая базу и БОЕ?

бафами и бижей/шмотом ценные там, легендарка может какая, эпическая тоже есть без бое и базы

хотя это ппц надо заморачиваться confused.gif

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Но у меня два вопроса. Как сделать ноль интелекта?

Угу. у Перса 1 левела 25 инты... То есть открыв М1 мы уже видим не "чистую" базу. Можно опять же чисто теоретически "чмстую" вычислить более менее правильно. увеличение инты с 32 до 42 даёт +1,3% к базе. Скорее всего если посмотреть персом 1 левлела циферку и отнять 3,5% от показателя М1 получим примерно правильную "чистую" базу.

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А если смотришь мастер персом другого класса, там пишутся базовые цифры или все равно с учетом твоей базы и прочего?

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А если смотришь мастер персом другого класса, там пишутся базовые цифры или все равно с учетом твоей базы и прочего?

Всё равно с учётом всей фигни

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At 0 INT, my Bolt of Ice returns 5616 dmg

At 200 INT, my Bolt of Ice returns 6582.5 dmg = +17.2% from 0 INT

At 400 INT, my Bolt of Ice returns 7483 dmg = +13.7% from 200 INT

At 600 INT, my Bolt of Ice returns 8201 dmg = +9.6% from 400 INT

At 800 INT, my Bolt of Ice returns 8736 dmg = +6.5% from 600 INT

At 1000 INT, my Bolt of Ice returns 9089 dmg = +4% from 800 INT

At 1220 INT, my Bolt of Ice returns 9266 dmg = +1.9% from 1000 INT

Ета таблица не актуальна уже несколько месяцев

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По ссылке которую йа давал, не судьба пройти?), там даж график нарисован зависимости прибавки базы от профильного стата)

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Кап основных характеристик

Описанные выше характеристики, которые являются первичными для каждого класса, больше не имеют капа! От 0 до примерно 1300 они работают как всегда. Однако, после этого наблюдается заметное снижение эффективности увеличения, которое не имеет верхней границы. Вы продолжите получать пользу от увеличения первичной характеристики при любом её значении выше этой границы.

Это НЕ относится к другим характеристикам. Например, для бойца Сила не имеет капа, а Выносливость и другие — имеют

во :)

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интересно, где же правда?

1200 или 1300?

Правда в 1200, надо тему про механику подправить.

Действительно, пройдите по ссылке, там всё написано и нарисовано.

При желании можно потратить свободное от рейдов время не на слак, гринд ОД или фарм платины, а на самостоятельные эксперименты. Инквизитор, например, может вас дебафать на ИНТ в дуэле или бафнуть на него в группе.

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По ссылке которую йа давал, не судьба пройти?), там даж график нарисован зависимости прибавки базы от профильного стата)

А можно целиком всё сюда? Меня на флэймс что-то в последнее время не пускает -(( вот что пишет:

"Ad Blocking Detected

This site is funded through ad revenue. Please consider supporting it by disabling ad blocking software or donating a minimum of $10."

А никаких блокировок нету, уже и антивира останавливала... Тока тут не надо на эту тему -)) офф топ. Просто запостите плиз то сообщение с графиком вместе если можно

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I haven't seen anyone post the new attribute damage curves. There are lots of questions to answer about them for those who care (if you've ever entered spell damage into a spreadsheet you care, fwiw). So either no one has tested it or people are keeping the info to themselves. Either way, I got tired of not knowing, so I tested the curve yesterday.

The results show, once again, what a cluster-$#%& SoEs programming is. I feel sorry for the new guy or intern that had to patch this new 1200+ damage curve into the old code. He should have just stripped the old stuff out and started fresh - it is a simple function that is independent of the rest of the code, right SoE? Probably not.

Anyway, the new curve is a completely screwed up mish-mash of the old attribute damage curve with a new post-1200 curve. Details to follow.

DISCLAIMERS:

1. I have only tested this for INT on my ILLY, and while the STR, AGI, and WIS curves should be the same, I frankly don't care at the moment

2. I may have screwed up some calcs - too bad, you were too lazy to get off your fat ass and measure the curve yourself, take what you can get!

3. I've only tested 2 spells (level 81 and level 88) and only tested this on a level 90 character - I make inferences from there which may or may not be right. If you disagree with my conclusions, go test it yourself and post the results!

4. I can only get my INT down to 40, so that's where my 0% base damage starts! Suck on it if it bothers you!

Ok, what basically happens with the curve is this (at least for a level 90 character):


  • [*:1z3e8hp3]Up to 1199 INT, the damage curve follows the old curves! Woohoo! This means:

    • [*:1z3e8hp3]The curve rises in a diminishing returns fashion towards the old hard cap of approximately 63% damage increase over base damage
      [*:1z3e8hp3]The old cap that controls the curve up to 1199 is still based on the LEVEL OF THE SPELL, NOT THE CHARACTER LEVEL
      [*:1z3e8hp3]The old cap is still 15*level + 20, which means that level 79 and higher spells never reach the cap, the curve is cut off and 'jumps' up to the new curve at 1200 INT.
      [*:1z3e8hp3]For example, a level 90 spell has a hard cap of 1370 on the old curve. The damage will slowly rise, aiming at that final cap, until it hits 1200, then it magically jumps up to the new curve
      [*:1z3e8hp3]Due to how the old curve worked, lower level spells rise more quickly towards the cap which means they actually have a 3-4% advantage over the new tier spells at certain points on the curve (like around 1000 INT for T9 vs. T8 spells). This is one reason why some new A3s are the same or worse than old tier masters if your main attribute is not 1200 plus when you compare the tooltips/examine windows

[*:1z3e8hp3]At 1200 INT, the new curve starts. I don't know if the 1200 is fixed for all characters, or if it is based on your character level. I can guarantee that's it for level 90 characters.


  • [*:1z3e8hp3]This new curve gives approximately 0.225% higher base spell damage for every 1% INT you add.
    [*:1z3e8hp3]So at 1200, if you add 12 INT, you add 0.225% damage to your spells base damage. At 2000 INT, it will take 20 INT to add the same 0.225% damage increase.
    [*:1z3e8hp3]If you are around Spell damage/Potency cap these days, potency is worth about 0.4% total damage increase for every 1% Potency (for most mages anyway). This means that very roughly, we can say that adding 2% more INT is worth 1% Potency (24 INT at 1200 or 40 INT at 2000)
    [*:1z3e8hp3]This base spell damage increase from INT acts the same as a potency increase, but it is independent of potency and doesn't count towards the the spell damage/potency cap. Just like spell quality and potency, it does increase the Ability/Spell Mod cap.
    [*:1z3e8hp3]I only tested up to 1900, but according to a dev post it is not capped. It should continue to require 1% more INT for 0.225% base damage, give or take (there might be a *very slight* additional diminishing returns on that curve, but probably small enough to be ignored for most calcs)

[*:1z3e8hp3]Due to the fact that these idiots (is that to harsh) merged the two curves, and probably didn't test very well, there is a discontinuity between 1199 and 1200 INT where your base spell damage will jump around 2%-3% while jumping to the new curve. That equivalent to between 4% and 8% potency, depending on your gear. In other words, if you are under 1200 INT, you better do whatever you can to get over 1199 to get that 2%-3% damage bump (I'd suggest the new INT adorns...)

[*:1z3e8hp3]At least from my testing once you are over 1200 INT, there is no difference in how the curve works for any spell/ability, regardless of the spell/ability level. However, I only tested for a level 90 and only tested 2 T9 Spells (lv 81 and lv 88).

WHAT I'D LIKE TO KNOW STILL, BUT AM TOO LAZY TO TEST:


  1. [*:1z3e8hp3]Do spells under T9 act the same way, still using the same old curve and jumping to the new curve at 1200?
    [*:1z3e8hp3]Does the 1200 amount change for characters under level 90? Will a level 80 character hit the new curve sooner, or still have to hit 1200?

So, without further ado, the Chart:

162254bafa9e10af41.jpg

METHODOLOGY TO TEST:


  • [*:1z3e8hp3]Test multiple INT points by adding/removing equipment, adding buffs, potions, food/drink, etc.
    [*:1z3e8hp3]Calculate all spell base damage multipliers from AA, (for Illy, that's 15% from chanter endline and 5% from TSO endline) - anything that doesn't show up as potency must be added here - like 5% from SK raidwide buff, Empowered Essence on old shard armor, etc.
    [*:1z3e8hp3]For each spell tested, Determine any individual spell base damage modifiers (for Ultraviolet beam, 10% from TSO Mage AA).
    [*:1z3e8hp3]For each INT point tested, record the INT, potency, and Ability MOD
    [*:1z3e8hp3]There are no general spell mod or individual spell mod adjustments needed for the spells I tested
    [*:1z3e8hp3]Record the tooltip minimum and maximum at each point. If testing a DOT just record the high and low tick damage (ignore the initial hit) and then you can ignore the Ability Mod calculations.
    [*:1z3e8hp3]Once you have all the data, calculate the spell base damage with only INT modifying it as follows. Calculate the low and high damage points separately using these same formulas:

    • [*:1z3e8hp3]If a using dot, use the dot damage, there is no mod on it. Skip the Mod step
      [*:1z3e8hp3]If a single target DD, and the MOD value is over 1/3 of the damage, then the damage is capped, so multiply by 2/3 to remove the Mod. Otherwise, the full Mod is being applied, so subtract the Mod value.
      [*:1z3e8hp3]If using an encounter based spell, or triggered-type ability, the Mod is reduced - I'm too lazy to figure it out for you, figure it out yourself!
      [*:1z3e8hp3]Now you should have a damage amount with no Mod on it. Add all the spell base damage modifiers determined above to the potency you recorded from the persona to get a total base damage multiplier for that spell. If I had a 40% potency, then for ultraviolet beam I would add 30% to get 70% total mod. For Aneurysm I would add 20% to get 60% total mod. Divide the damage number by 1+total mod percent (for ultraviolet beam, I divide by 1.7).
      [*:1z3e8hp3]The result is your base damage modified only by INT.
      [*:1z3e8hp3]Get your INT down to 40, record the base damage at 40 INT, and divide all the rest of your results by that amount, and you'll get the curve I have, unless you $#%@'d something up.

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