Okay, I need to catch a bus, so my time is limited.
This is the only formula I know of, as applied to fighters:
Damage = (8.8125 + Might/8 + 2.5*DAM + Weapon*Ingress)*Fury*Invisible
This of course does not take into account AC and assumes you only use the weapon's average damage. I do not really care AC, and it is simply enough to add if I did.
How accurate is this formula? Is it even close?
Secondly, where is the polearm's bonus multiplier for being a space away applied? Does it only multiply the weapon's damage, or does it multiply the whole result? This is a very large difference. I am hoping for the latter as then it can simply be dropped for the purpose of comparison, as it would scale the damage of each path equally. If it is the former, then I need to know what the multiplier is with some accuracy.
I made a spreadsheet for looking at damage across a fury and the damage per swing, and obviously it only works properly if I know the correct formulas and such. Right now I am playing around with what I know (or what I think I know based on old posts), and it is really quite interesting.
All right, thanks for the help. Indeed, I actually discovered the Invisible multiplier was 9x a while ago...another hidden buff to rogues? Perhaps. It does increases their damage output by a full 12.5%.
Anyway, I am going to do some playing around with numbers and post my results. I am going to drop the polearm multipliers because my comparison will be between Chung Ryongs and Rogues, and a multiplier such as that would cancel out, anyway. This simplifies things a bit, I suppose, as the actual value does matter so long as I can cancel it and maintain proportionality.
I ran some numbers too, with simple gear (Wind armor, Ambrosia & Corrupted rings, etc.) and got the following values for average strike strengths per cycle. How do they match up with what you are seeing?
(Values are 1000's of average damage per swing.)
Level/Stat Progression 1: sub-Enchant 99
4.1 ChungRyong w/ Scale, Rage 1-3 {1.8 > 3.2 > 4.6}
5.5 ChungRyong w/ Polearm, Rage 1-3 {2.5 > 4.3 > 6.2}
9.0 Baekho w/ Polearm, Cunning 1-2 {7.9 > 9.2}
Level/Stat Progression 2: Enchant Stats
5.7 ChungRyong w/ Enchanted Scale, Rage 1-4 {2.1 > 3.7 > 5.4 > 7.0}
6.6 ChungRyong w/ Polearm, Rage 1-4 {2.5 > 4.3 > 6.2 > 8.1}
10.8 Baekho w/ Polearm, Cunning 1-3 {7.9 > 9.2 > 11.9}
Level/Stat Progression 3: Il san Stats
11.4 Fury w/ Il san Scale, Rage 1-5 {3.5 > 6.1 > 8.7 > 11.2 > 15.6}
13.0 Fury w/ Military Polearm, Rage 1-5 {4.0 > 6.9 > 9.9 > 12.9 > 17.8}
14.6 Cunning w/ Heavy Polearm, Cunning 1-4 {10.0 > 11.7 > 15.1 > 16.7}
Level/Stat Progression 4: Ee san Stats
16.4 Assault w/ Ee san Scale, Rage 1-5 {5.0 > 8.7 > 12.5 > 16.2 > 22.4}
19.1 Assault w/ Military Polearm, Rage 1-5 {5.8 > 10.2 > 14.5 > 18.9 > 26.1}
26.5 Assault w/ Ee san Scale, Rage 1-6 {5.0 > 8.7 > 12.5 > 16.2 > 22.4 > 50.4}
30.8 Assault w/ Military Polearm, Rage 1-6 {5.8 > 10.2 > 14.5 > 18.9 > 26.1 > 58.7}
23.5 Swift w/ Military Polearm, Cunning 1-5 {15.0 > 17.5 > 22.4 > 24.9 > 29.9}
Level/Stat Progression 5: Sam san Stats
19.0 Barrage w/ Sam san Scale, Rage 1-5 {5.8 > 10.1 > 14.5 > 18.8 > 26.0}
19.1 Barrage w/ Military Polearm, Rage 1-5 {5.8 > 10.2 > 14.5 > 18.9 > 26.1}
30.7 Barrage w/ Sam san Scale, Rage 1-6 {5.8 > 10.1 > 14.5 > 18.8 > 26.0 > 58.5}
30.8 Barrage w/ Military Polearm, Rage 1-6 {5.8 > 10.2 > 14.5 > 18.9 > 26.1 > 58.7}
28.3 Shikari w/ Military Polearm, Cunning 1-5 {18.0 > 21.0 > 27.0 > 30.0 > 36.0}
If you are getting the same results, then I really can't understand how there can be any justifiable penalties to Rages 1-5, as Rogues are exceeding this level of damage output with no penalties.
I posted my results on a new thread, including the data in a downloadable form. Assuming I did not mess things up too badly, you can play around with numbers in the included spreadsheets and see what comes up, too.
I do believe we get the same numbers in terms of proportion. The values are different, but we both seem to come up with the same differences between rogues and warriors.
As for the Rage penalty, I feel you are correct - anyone looking at the data can plainly see warriors are paying a large penalty for nothing. R6 is amazing, but that is it - the rest of the Rage is quite terrible, barring R5, which is not too great when one reaches Vortex3, but is at least passable. R1-R3 are quite close to useless, though I suppose any damage is better than none.
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