Merc Zerk or BM?

Talk about your RvR experience here
User avatar
Neju
Eagle Knight
 
Posts: 893
Joined: Sep 11, 2009 00:00

Postby Neju » May 14, 2010 00:52

Jarysa wrote:Yeah, i´ve actually played DAoC before, thanks.
What´s your point? Hardly matters wether it´s two zerks or bms hitting you while charged. You´re gonna need good heals or BoF3 to survive.


except that spike dmg wise Zerk>>>>>>>>>BM

most mid grps run with atleast Skald dmg add or rm dmg add, and if they have a skald AoG.

most hibs don't have dmg adds(except personal charges) or AoG.

and tripple wield is a joke here :grin:
whereas vendo just gets more powerful with charge :roll:
Last edited by Neju on May 14, 2010 00:56, edited 1 time in total.
I two-shot Zerkers

User avatar
Force
Phoenix Knight
 
Posts: 1569
Joined: Oct 22, 2009 00:00

Postby Force » May 14, 2010 00:55

Jarysa wrote:Yeah, i´ve actually played DAoC before, thanks.
What´s your point? Hardly matters wether it´s two zerks or bms hitting you while charged. You´re gonna need good heals or BoF3 to survive.


two vendo zerkers can kill a target that is receiving heals which would have saved a target 2 BMs were attacking.

Jarysa wrote:That´s neither true nor even possible. The way LA and CD work makes zerks benifit more from RR, tho.



Yes it is true and its not that complicated of math to understand either;


LA: Base damage * (.625 + .0034 * LA)

DW: 100% base damage with 25% + .68% * CD/DW offhand fire rate


those 2 equations add up to equal damage over time. do the math if you don't believe me, for any spec you'll have equal damage because LA can't hit 100%.


here's a quick example.

100 base damage for both hands unmodified.


RR10 zerker so 50+20 LA, RR10 BM so 50+20 CD.

Zerker will do [70*.0034+.625] 86.3% of base damage with 70 LA, or 86.3 damage per hand. 86.3 X 2 = 172.6 damage

BM will do 100 base damage mainhand and will have a [70*.68+25%] 72.6% chance of the offhand to hit for 100 damage.

72.6% chance to do 100 offhand damage = 72.6 offhand damage on average

100 + 72.6 = 172.6, same EXACT damage as the zerker with LA.


Run the numbers for RR5, it will be the same (but lower), run it for RR12, they will still be equal.
Last edited by Force on May 14, 2010 01:06, edited 1 time in total.

Zarkor
Unicorn Knight
 
Posts: 3710
Joined: Aug 15, 2006 00:00
Location: Antwerp, Flanders, Belgium

Postby Zarkor » May 14, 2010 00:55

Neju wrote:most mids don't have dmg adds(except personal charges) or AoG.


Hibs, right? ^^

User avatar
Neju
Eagle Knight
 
Posts: 893
Joined: Sep 11, 2009 00:00

Postby Neju » May 14, 2010 00:56

good eyes
I two-shot Zerkers

Zarkor
Unicorn Knight
 
Posts: 3710
Joined: Aug 15, 2006 00:00
Location: Antwerp, Flanders, Belgium

Postby Zarkor » May 14, 2010 00:58

Neju wrote:good eyes


Nah, I just play a BM myself and thought "Hey, that's me!". :grin:

User avatar
Jarysa
Eagle Knight
 
Posts: 664
Joined: May 05, 2009 00:00

Postby Jarysa » May 14, 2010 01:29

Force wrote:
Jarysa wrote:Yeah, i´ve actually played DAoC before, thanks.
What´s your point? Hardly matters wether it´s two zerks or bms hitting you while charged. You´re gonna need good heals or BoF3 to survive.


two vendo zerkers can kill a target that is receiving heals which would have saved a target 2 BMs were attacking.

Jarysa wrote:That´s neither true nor even possible. The way LA and CD work makes zerks benifit more from RR, tho.



Yes it is true and its not that complicated of math to understand either;


LA: Base damage * (.625 + .0034 * LA)

DW: 100% base damage with 25% + .68% * CD/DW offhand fire rate


those 2 equations add up to equal damage over time. do the math if you don't believe me, for any spec you'll have equal damage because LA can't hit 100%.


here's a quick example.

100 base damage for both hands unmodified.


RR10 zerker so 50+20 LA, RR10 BM so 50+20 CD.

Zerker will do [70*.0034+.625] 86.3% of base damage with 70 LA, or 86.3 damage per hand. 86.3 X 2 = 172.6 damage

BM will do 100 base damage mainhand and will have a [70*.68+25%] 72.6% chance of the offhand to hit for 100 damage.

72.6% chance to do 100 offhand damage = 72.6 offhand damage on average

100 + 72.6 = 172.6, same EXACT damage as the zerker with LA.


Run the numbers for RR5, it will be the same (but lower), run it for RR12, they will still be equal.


Don´t pull the highschool-maths card on me. I STUDY MATHS.

Add a style to that equation and you´ll see you´re wrong. Or weaponspeed with a faster offhand.

User avatar
Force
Phoenix Knight
 
Posts: 1569
Joined: Oct 22, 2009 00:00

Postby Force » May 14, 2010 04:02

Wrong, style damage is calculated from base damage without modifacation from la spec, ever since about 8 years ago when a dev found the error in the LA coding and corrected it (without lowering the artificially high GR styles of LA which were compensating for the style dmg mod).

Add a style modifier to the numbers an you'll see it's the same, unless you mean LA has higher growth rates, which I already pointed out. We hav also already pointed out that mids will swing faster, but the equations governing the basic mechanics of the damage which cd and dw do are equal to LA. It's external factors (mostly celerity and vendo) that push their dps so far ahead.

User avatar
macil22
Warder
 
Posts: 55
Joined: Jan 18, 2008 01:00

Postby macil22 » May 14, 2010 06:48

Force wrote:Wrong, style damage is calculated from base damage without modifacation from la spec, ever since about 8 years ago when a dev found the error in the LA coding and corrected it (without lowering the artificially high GR styles of LA which were compensating for the style dmg mod).

Add a style modifier to the numbers an you'll see it's the same, unless you mean LA has higher growth rates, which I already pointed out. We hav also already pointed out that mids will swing faster, but the equations governing the basic mechanics of the damage which cd and dw do are equal to LA. It's external factors (mostly celerity and vendo) that push their dps so far ahead.


This is correct. Here is a nice article that explains the mechanics of LA and DW.


Base damage and style damage are exactle the same.

A difference does appear when using slow mainhand and fast offhand while using styles. Both DW and LA get additional dps in that case but LA gets slightly more benefit.

When it comes to zerks vs mercs in groups, the zerks advantage is mids advantage which is celerity. Vendo is better than tricks too, since tricks doesn't help a merc tear down casters and healers.

[url]
http://web.archive.org/web/200410101939 ... Wield.html[/url]

User avatar
DarkRef
Gryphon Knight
 
Posts: 412
Joined: Jun 27, 2007 00:00

Postby DarkRef » May 14, 2010 09:30

Zerk>bm>merc

no argument

User avatar
Jarysa
Eagle Knight
 
Posts: 664
Joined: May 05, 2009 00:00

Postby Jarysa » May 14, 2010 09:43

Force wrote:Wrong, style damage is calculated from base damage without modifacation from la spec, ever since about 8 years ago when a dev found the error in the LA coding and corrected it (without lowering the artificially high GR styles of LA which were compensating for the style dmg mod).


That´s not true in the standard DoL code. I neither have access to uthgards code nor to a zerk to test it tho.

Panchos
Myrmidon
 
Posts: 171
Joined: May 20, 2009 00:00

Postby Panchos » May 14, 2010 18:16

I like that my zerker already has a 1.0 GR back positional at lvl 30, kind of ridiculous. Zerker GR's >>> merc GR's >>>> bm GR's

And people say zerker dmg without vendo or celerity up is equal to bms, but not really. Their GR's are way higher then BMs, it would be like BMs spamming supernova from behind all the time and using their side style as an anytime. The difference between supernova and lets say the back snare is usually about 50-100 dmg, which is huge.

Then again bms can slam to get any positional they want off so thats cool and what not but then if i say this I'm going to have those random mids come in here and claim that bms are bad on hib because they all roll celts and use shield spec!
<Vanquish>
Panche - 7LX Druid
Soxxs - 7LX BM

Tobletwo
Banned
 
Posts: 144
Joined: May 12, 2010 00:00

Postby Tobletwo » May 14, 2010 19:30

BM and merc damage isn't bad at all (if played/speeced right), it's zerker damage that's ridiculously high + doesn't require any effort to do so.

User avatar
Xuji
Myrmidon
 
Posts: 117
Joined: Aug 09, 2009 00:00
Location: Croatia

Postby Xuji » May 15, 2010 22:18

Imo: group setup: zerker, merc, bm.

solo setup: merc, bm, zerker

enjoy
You're either pro or you're n00b. That's life.

@ most Uthgard ppl: Skills are not defined by how many people you kill, but how many you bring to kill them.

Hi, i am Paper, Rock is cool, but NERF Scissors.
-> Uthgard mentality

User avatar
Sahaqiel2009
Warder
 
Posts: 16
Joined: Apr 16, 2010 00:00

Postby Sahaqiel2009 » May 17, 2010 23:28

I forgot to even ask, where does savage sit as well? evade/parry/haste buffs sound nice for solo rvr with melee resist buffs

User avatar
Force
Phoenix Knight
 
Posts: 1569
Joined: Oct 22, 2009 00:00

Postby Force » May 17, 2010 23:43

Sahaqiel2009 wrote:I forgot to even ask, where does savage sit as well? evade/parry/haste buffs sound nice for solo rvr with melee resist buffs


with no defense penetration, shield spec will absorb around 2/3+ of your attacks. Assasins will evade 1/2 of your attacks...etc

if you find someone without serious defense you can kill them quickly. But a pally guarding your target will drop your dps by more than 50%.

The buffs are nice but in 1v1 if the fight lasts more than 15 seconds they can end up killing you. Savages are also on the wrong table here.

They are good for groups just be mindful of their limitations if you play one.

Previous

Return to Realm versus Realm

Who is online

Users browsing this forum: No registered users and 18 guests

Sunday, 31. August 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff