How Damage Adds work ???
1 post
• Page 1 of 1
|
I was bored, so i thought id screw around and see if i can fiqure out how damage adds are calc on Uthgard. origenaly i thought it was just a simple forumlas of this.
Effective swing speed * dmg add value = dmg add output. But after looking ive noticed it varies, so i thought, well maybe because im dual wielding and when i get a dual hit i swing faster or something throwing off what im seeing, so i tested with one weapon and bow and still got the varience. But then after doing a few hits, not a hardcore test, but my best to see what the max and min dmg was on the dummy or closest i can get. I found this out. It seemed the lowest dmg i got from the dmg add was this formula ( effective swing speed * dmg add value ) or at least close to it. Maybe not 100% but it looked dam close, maybe off by 1 dmg. And i found the max dmg i got within a swing or bow shot was this formula ( Weapon speed * dmg add value ) or something close to that. So vs the dummy with no resist interfering using my bow and having 250 qui with a 5.5 spd bow i got something close to this. 5.5 spd * 7.3 dmg add = Highest dmg in the varience 40 dmg 3.4 spd * 7.3 dmg add = Lowest dmg in the varience 24 dmg with an avg in between the two. Which if this was some what correct, it would show that the effect of what qui does for you when it comes to a dmg add, or haste with a melee weapon. When you hit the lowest value, your getting close to your base dmg add dps, but when you get avg or higher dmg , the dps from that damage add, is actualy more, because of your qui bonus and any haste you may have. Im not sure if this is even close to being currect, was just a test for fun and a guess. Also not tested vs a player and player resists. But if it was currect or close to being, may shed some light for others to its benifits. |
1 post
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 23 guests