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> Dmg Over Hit, Which is better
AceoStar
post Aug 8 2006, 03:45 PM
Post #21


Oh san
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Anyone down for testing hit?

My guess would be:
Take 2 people w/ 0 hit (or some other even number)
Have one swing 100 times, have the other count connections.
Increase hit by an even number and repeat. (2 would be best if you did 0)

Also, keep in mind I think I heard Rogues have a hidden hit bonus of 2, but never played one myself.

Then have the other person do the same and post like:

Name:
Path:
Start hit:
Connections:

End hit:
Connections:

Other ways of testing are more than encouraged if I left something out


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Rachel
post Aug 10 2006, 05:07 PM
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It could also increase the chances of a critical hit. There's a red graphic now so it should be easy to count them also.


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PureLight
post Aug 10 2006, 06:01 PM
Post #23


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QUOTE(Rachel @ Aug 10 2006, 05:07 PM) [snapback]7209[/snapback]

It could also increase the chances of a critical hit. There's a red graphic now so it should be easy to count them also.

You are my favorite rachel could you try writing in a lighter shade of pink please. I've noticed that while hit does increase your chances of hitting it wont let you both your flanks at once, tested on my warrior with 30 it and couldnt get it to hit both sides at once.


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AceoStar
post Aug 10 2006, 11:00 PM
Post #24


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Did some tests tonite but it didnt show much of anything

I was testing against someone with 0 AC and 131 Grace

Hit Swings Lands
0 50 27
2 50 27
12 50 45

I think the biggest problem with this is accurately calculating how many hits land, you'd almost need a hack to be able to test exactly how many times your vita is lowered, else its kinda a guess. I was counting the ammount of times my vita lowered.


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solman
post Aug 11 2006, 12:45 AM
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Bottom line is damage over hit in a landslide. Only exception is a polearm. This is not that hard to figure out.

More dam you have the more damage you do per your furies or whatever you use. More damage you inflict the faster you kill. Faster you kill the more that will respawn during the respawn time frame. Hit is nothing more then accuracy. You can keep a slow steady pace or a fast one. I choose the fast one everytime.

I mean honestly, how often do you really miss a swing? Its not very with all the alters you do to an enemy. Scourage the sucker and you hit almost everytime no matter what HIT is. Your furies and such are enchancements to your accuracy so hits over looked.

Bottom line is to be the most effective possible, you want to MAX DAM. If you want to be as consistant as possible (most exp) you want a 2.5 to 1 ratio with DAM vs HIT. With those numbers you should get a decent idea where you stand.

Polearms are a diffrent situation. You want more hit so you can hit more at once. This is where you want a 1.5 to 1 ratio with DAM vs HIT. Either way you look at it though, DAM is what you want more of at all times.


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AceoStar
post Aug 11 2006, 07:46 AM
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The question isnt is HIT better than DAM, because we obviously know DAM is better. Its more a question of how much better.


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solman
post Aug 16 2006, 12:56 AM
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Again its applied to certain scenarios. Assuming no polearm you want a 2.5 to 1 ratio dam vs hit to have the maximum output. This is the estimated amount of how much better to have dam is vs hit.

Now if you go the polearm route, your looking at a 1.5 to 1 ratio with dam vs hit. This will give you the maximum output possible. Now HIT does not add to criticals as much as DAM does, however its more or less again how often you hit a person will determine how often you get a critical on them. As I stated a 2.5 to 1 ratio will give you the best output including criticals in the problem.

This is going off all that I have picked up in recent years but before polearms it was a 2.5 to 1 ratio. Which is what I tried to maintain at best. Course Id go for more dam then hit and try to max dam from items and such. If an item costed lets say 4 million for 1 extra dam, I would buy that item in a heartbeat even if it resulted me in losing say 4 hit. Thats my personal prefrence though.

Those ratios are best for hunting and not for PKing obviously. PK you always want maximum DAM possible if you swing alot. You don't swing alot and just use vita and mana attacks you would prefer hit over anything (this helps for hitting off sleep and such). Hope that gives you a better idea.


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Phalance
post Sep 16 2006, 02:18 PM
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Honestly, Ive done a lot of testing on this and since I just noticed the thread I figured I would share it with you.

Hit is deffinately more important than damage.

Here is why.

Hit influences your ability to connect, and more importantly, the rate at which you do critical hits. (the red bursts)

Critical hits are a end multiplier. After all of your base damage, cunning/fury bonuses, invisible, angle of attack, thats when you get your critical attack multiplier. That is why when you get that red blast it does 3-5 times more damage.

Dam on the other hand, i hate to tell you all, is largely useless.

Here is why. The Dam score is simply factored into base damage. Because it is calculated into the formula before any multipliers, it really doesnt make that large of a difference.

Lets take Phalance for example.

I have 156might and 15 damage most of the time.

my base damage is:

156/8 + 15*2.5+8.8125 damage as a free bonus for being either a rogue or warrior+ weapon dam rate/2.

So, with a enchanted blood:
19.5+37.5+8.8125+75 to 125.

As you can see, my total base damage with an enchanted blood is: 158 to 208.

Now... the dam score as you can see is largely unimportant in the overall scheme of things. If i had 15 or 5 on my dam score it really wouldnt a significant difference. lets say i had 5 damage.

Might+Dam+bonus+weapon damage rate divide by 2.
19.5+ 12.5+8.8125+75 to 125.

115 to 165.

See what i mean? its really insignificant. Where the difference is made, is with the multipliers. Invisible, ingress, cunning/fury, where you are hitting, and critical hits.

So, if you are looking to do savage damage, focus on hit fellas. I wont lie to you. You cannot get a high enough score to really get a great chance of getting critical hits, but you can improve it by enough that you will atleast notice it.

I generally have 20 hit when im hunting with a blood.

and I generally average 1 critical hit out of every 5. I know it seems unlikely but thats a 20% chance of a critical hit, which just happens to be my amount of hit during a hunt. Now im not saying that every 5 swings I get a critical hit. Im saying that every swing I make i have a 20% chance of it being a critical attack.

It's alot like the lottery. If you buy 1 ticket or 1,000,000 tickets; your odds didnt not improve. Only your chances. Its the same with attacking.

At anyrate, thats how you do impressive blow to blow damage. Damage is alright, but hit is where its at.

Give it a try sometime. Take out a weapon with 0 hit, or very low. Take off all of your hand items that give hit and get it as low as you can. Then go out and beat on something and see just how long it takes to get a critical hit.

Then equip your blood, hand items, etc. Get that score as high as you can and then try again. You'll notice the difference.

Have fun hunting out there fellas. The PC paths will join you very shortly.

Phalance H.
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Stardance
post Sep 16 2006, 08:58 PM
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what are the actualy calculations for dam? assuming we still don't know the ones for hit


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Xyiphis
post Sep 16 2006, 09:59 PM
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what ive heard

Dam: 1% base damage=1dam, 5% base damage = 1 dam

Hit: 1% higher to hit/ critical hit= 1 hit, 5% higher to hit/ crit hit=1 hit


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Stardance
post Sep 17 2006, 07:31 AM
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and critical is just the larger number on the equip stats?


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Xyiphis
post Sep 17 2006, 02:45 PM
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no its the large number times 3-5 as far as i know


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