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Details of new algorithms https://nevergrind.com/forums/viewtopic.php?f=1&t=558 |
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Author: | goats [ Sun Jun 29, 2014 11:47 am ] |
Post subject: | Details of new algorithms |
Mael, could you explain how the new algorithms work. That was we can identify a bug or determine our best ROI on gearing. If the old haste system was in place, I would certainly be doing a ton more damage with my monk. I'm seeing 9k tiger strikes. |
Author: | Maelfyn [ Sun Jun 29, 2014 11:59 am ] |
Post subject: | Re: Details of new algorithms |
If you're seeing 9k tiger strikes, you must be seeing like 50k flying kicks? I don't think the damage should be scaling to such a crazy amount, but apparently it is. Wait, did you say 9k tiger strikes? Non-crippling hits? LOL |
Author: | Maelfyn [ Sun Jun 29, 2014 12:08 pm ] |
Post subject: | Re: Details of new algorithms |
Okay, a general overview: How good your weapon is adjusts the base damage of your skill. The worst weapon in the world will simply have a 0% damage bonus to your skill's base damage. The best weapons in the game increase it around 100% (doubling it). Doesn't sound like a lot, but we're talking about base values, so it's actually significant. Then the damage is processed and all damage bonuses from talents and items are applied. Stuff like enhanced physical damage, +talent % bonuses, crit, etc. Honestly this isn't dramatically different from before, but all of the formulas now rely more heavily on attack than anything else. Attack itself is a composite of weapon skill, offense, strength, and even dex. The functions are also now designed in a manner that should make it much easier to implement tooltips that reflect reality. |
Author: | goats [ Sun Jun 29, 2014 2:14 pm ] | |||||||||
Post subject: | Re: Details of new algorithms | |||||||||
They are crippling. The kicks are the same more or less as before. |
Author: | Grimm [ Sun Jun 29, 2014 6:56 pm ] |
Post subject: | Re: Details of new algorithms |
edit: OK so non-crits are basically worthless. Seriously it's sub 1K hits if no crit. Makes full 5 mob pulls a lot riskier than before because runs of 5+ non-crits in a row means Leech/Embrace might as well not even be healing. CRITS are much larger than before. Saw one in a Gasping Frenzy for 27k and many are in the 14k+ range. What this boils down to is I either kill slow as dirt and do 1.5-2K dps or I near one-shot some stuff and do 8k+. I guess it's time to forgo everything for more crit% =P |
Author: | Dawgrin [ Sun Jun 29, 2014 10:50 pm ] |
Post subject: | Re: Details of new algorithms |
On my 73 monk I am seeing about 1/2 the DPS I had before. It looks like kick damage has been heavily modified. This along with mobs now dodging 1/2 of my special attacks is really making things more difficult. |
Author: | Grimm [ Sun Jun 29, 2014 11:00 pm ] |
Post subject: | Re: Details of new algorithms |
Also something seems wonky with Life Leech/Vampiric Embrace. Sometimes it seems to be healing like normal and sometimes I'll unleash a Gasping Frenzy for 80k and it won't even move my health bar appreciably. |
Author: | goats [ Mon Jun 30, 2014 12:51 am ] | |||||||||
Post subject: | Re: Details of new algorithms | |||||||||
Grimm, I cannot be fucked to start an SK. Can you make a video of this? It sounds amazing. |
Author: | Grimm [ Mon Jun 30, 2014 4:29 am ] | ||||||||||||||||||
Post subject: | Re: Details of new algorithms | ||||||||||||||||||
Hafta ask Mael how much health Fright has. But here ya go. And notice his entire health bar only gets me a little over two bubbles of health. Can also see the damage differences between normal hits and crit hits here. The non crits are less than 1K. Took two tries for this because the first one only did like 25% of his life. I'm 52.8% crit and 150.1% crit damage here. For reference, Gasping Frenzy is a 20 second cooldown and does more swings depending how low your health is. Starting at 100% and then every 20% it swings more. 3, 4, 6, 9, 18. |
Author: | Dawgrin [ Mon Jun 30, 2014 1:32 pm ] |
Post subject: | Re: Details of new algorithms |
Just for my own education...The hits that were outlined in red are the crits or the crips? |
Author: | Maelfyn [ Mon Jun 30, 2014 8:45 pm ] |
Post subject: | Re: Details of new algorithms |
Red outline means it got a damage bonus from a crippling blow. |
Author: | Maelfyn [ Mon Jun 30, 2014 8:45 pm ] |
Post subject: | Re: Details of new algorithms |
lol... gonna take a look at this. Thanks for making this gif. It's really amusing for some reason. |
Author: | Maelfyn [ Mon Jun 30, 2014 8:55 pm ] |
Post subject: | Re: Details of new algorithms |
Okay, I think I fixed it. Fix is in as of now. I think the crit damage was getting applied twice. |
Author: | Grimm [ Mon Jun 30, 2014 9:02 pm ] | |||||||||
Post subject: | Re: Details of new algorithms | |||||||||
But I liked that part=P It's the pathetic useless non-crits I hate=P And whatever is going on with Life Leech/Vampiric Embrace. |
Author: | Dawgrin [ Mon Jun 30, 2014 9:52 pm ] | |||||||||
Post subject: | Re: Details of new algorithms | |||||||||
Would it be possible to do something to call out critical hits? Yellow outline or something? |
Author: | Maelfyn [ Tue Jul 01, 2014 1:19 am ] |
Post subject: | Re: Details of new algorithms |
They animate differently... they kinda pop out bigger. I thought it was obvious 8) Maybe not? |
Author: | Dawgrin [ Tue Jul 01, 2014 2:44 am ] |
Post subject: | Re: Details of new algorithms |
I am kinda slow...really need lots of bright colors to get my interest...=p |
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