View Full Version : 100% Attack Damage
Elva Hunter
05-23-2017, 02:17 PM
Hello, i got a question after testing soemthing with a friend several times in arena.
Shield piercing does 100% attack damage in lvl 1. so, in theory, if my base dmg is 200 and for example i hit my enemy with normal hit of 100 dmg (with the reductions from his gear and bufs) then, shield piercing is suposed to do the same 100 dmg right? since it's 100% of my attack dmg.
But this don't happen.
We noticed that this only happen if the enemy don't have bufs on. so if he has no bufs actived, and i hit him to 200 normal, my sp will also be of 200 (with a very small variation, thing of like 3-5 dmg sometimes).
But when my enemy active bufs, as acrobatic and evasive tatics, if i hit him to 200 in normal, my sp still is 100.
I have some "assumptions" of the why this happen, as for example the fact that the damage base variates, 200-289 for example. and maybe the 100% dmg bonus from sp is adjusted to account only for base damage, not variation
so if my dmg base for normal hits is 200-289, the 100% attack dmg from shield piercing maybe is just fixex to count the base dmg, 200, without considering the variation. but this is just an assumption, i wanted to know if there is an explanation for this.
(maybe someone from the staff who adjust those numbers would be great).
Best Regards,
Elva Hunter - Elite of Syrtis.
:syrtis:
schachteana
05-23-2017, 06:37 PM
maybe SP makes 100% piercing damage? And your usual equip has more variety, thus making more damage
Elva Hunter
05-23-2017, 08:26 PM
maybe SP makes 100% piercing damage? And your usual equip has more variety, thus making more damage
No idea, but i think the 100% attack damage, as the name says, must be 100% of watever you have, due this i can't understand so well the difference from normal hit to sp 100% attack damage, which only show up when the enemy have bufs actived.
:syrtis:
Vadhir
05-24-2017, 07:08 AM
Donīt waste time asking for a real answer. NGD has never given an answer when it comes to how their armour/damage calculation work. We can all make assuptions, and if you really want a "somehow" accurate answer, I recomend you to chat with Mashiro, she is an Ignis player from Ra... I dont know her inner game characters, I only know her nickname here in the forum "Mashiro". She has done quite a number of math/theories/assumptions regarding the game. She speaks Spanish tho :d
Silla.
Hayir
05-24-2017, 07:14 AM
No idea, but i think the 100% attack damage, as the name says, must be 100% of watever you have, due this i can't understand so well the difference from normal hit to sp 100% attack damage, which only show up when the enemy have bufs actived.
:syrtis:
You could try schachteanas theory. Just ask someone to wear armor with full normal resists (dragon/champ armor for example) and then warmaster armor since it has same resists on all parts. Best would be conju for this maybe, i think they have vg pierce resist on wm armor?
Mashiro
05-27-2017, 02:15 AM
You could try schachteanas theory. Just ask someone to wear armor with full normal resists (dragon/champ armor for example) and then warmaster armor since it has same resists on all parts. Best would be conju for this maybe, i think they have vg pierce resist on wm armor?
It will be wrong for one very very very importante thing ... "NORMAL" es different in each material! and it is different in each part!
You can say "I have found that a piercing dmg over a iron helmet is dmg-x%*armor" but in the chest the "x%" will be higher and with the legs it will be lower.
Later if use the SAME armor with the SAME resists ... but with another material (for example you can found +0 +0 +2 with three differens materials at the market ... the 1st and 2nd has the same armor but the behavour against damage is differente because of the material).
The correct work will be tabulate all the materials (i was close to finish it but later the coliseum wasnt free anymore T.T damnit tickets!!!)
At the moment I can said this:
damage(real) = (dmg-sum(K_i*Armor_i))*(1+AB%)*(1+R1%)*(1+R2%)
R1 = sum(phisics or magic resistences) (if you have 2 phisics and 3 pircieng you have +5% piercing)
R2 = sum(melee or rank resistences) (1 melee IS NOT 1 physics, you CANT sum them up!)
K_i = a factor that change with the pieces (helmet,chest, etc) and the material (iron, wood, steel, etc)
Armor_i = the amount of armor points of the pieces i
AB = Armor bonus (protecction)
This model have fitted a lot in a very different situations. I can share some tables if you wish to continue it =)
Donīt waste time asking for a real answer. NGD has never given an answer when it comes to how their armour/damage calculation work. We can all make assuptions, and if you really want a "somehow" accurate answer, I recomend you to chat with Mashiro, she is an Ignis player from Ra... I dont know her inner game characters, I only know her nickname here in the forum "Mashiro". She has done quite a number of math/theories/assumptions regarding the game. She speaks Spanish tho :d
Silla.
Oh thanks =) you are so sweet. Dont you know my chars? my main is Shirona, my conjurer. You can find anyone of my chars with a different colour at guild "kuuhaku", with rank Exceed 1 =)
I speak english too n.n
Hayir
05-27-2017, 06:38 AM
It will be wrong for one very very very importante thing ... "NORMAL" es different in each material! and it is different in each part!...
It might not give you a 100% accurate result. But it is enough to find out if shield piercing is effected by the damage type at all? Which was the question.
Mashiro
06-01-2017, 06:02 PM
It might not give you a 100% accurate result. But it is enough to find out if shield piercing is effected by the damage type at all? Which was the question.
The type is important, if my resists are G VB G B VG B, the type is important. For example 100piercing will produce a higher damage than a 100fire damage.
Is that the question?
The problem is that you have to tabulate a lot of information first (for example how works each material in each resistence). I did it but not complete at all.
Hayir
06-01-2017, 10:07 PM
The type is important, if my resists are G VB G B VG B, the type is important. For example 100piercing will produce a higher damage than a 100fire damage.
Is that the question?
The problem is that you have to tabulate a lot of information first (for example how works each material in each resistence). I did it but not complete at all.
What I suggested is for finding out if there is any effect AT ALL. What you are talking about is min-maxing.
When using full champ conj armor for example all parts are normal, then switching to full wm conj armor with b,vg,n,n,g,vb. This will show you if resists have any effect at all.
Because while it might be true that the material matters, which I don't know. There is no way that if for example one shield piercing consistently hits 150 and the other only 100 that the material has such a huge impact compared to the full normal resists vs mixed with vg pierce. The AP is similiar as well. It would indeed answer the question if resists matter for shield piercing.
Fetido
06-27-2017, 06:00 PM
The type is important, if my resists are G VB G B VG B, the type is important. For example 100piercing will produce a higher damage than a 100fire damage.
Is that the question?
The problem is that you have to tabulate a lot of information first (for example how works each material in each resistence). I did it but not complete at all.
Sorry, but you are wrong, material doesnt matter in the calculation.
Material only give you a best (+x)
Here you can see a good explanation of the armor system: https://www.championsofregnum.com/forum/showthread.php?t=94209
Lebeau
06-27-2017, 08:57 PM
...Here you can see a good explanation of the armor system: https://www.championsofregnum.com/forum/showthread.php?t=94209
...Here you can see a good explanation of the armor system being used: https://boxedfox.org/hosted/users/kitsuni/armor/
:)
ManaFlare
10-03-2017, 10:46 AM
100% only means you do the max variable damage of the weapon. So if the weapon say
5-10, means with the spell you make 10 damage (10-10). Them add some damage from your Dex.
Lebeau offer an damage calculator.
Lebeau
10-03-2017, 04:41 PM
'Tis true enough, NGD rarely if ever reveals the exact mechanics/formulas in use. The placard-descriptions of spells aren't always correct/current. For example, Colossus grants barbs +50% strength @ level 5, & this ='s roughly a net increase of 50+ points of strength, so someone please explain to me how my blunt-wielding barb only gains about 50 extra damage when I previously used that spell. Barb str-damage bonus = 2 damage per point-of-str, so it should be around 100 extra damage per hit, yet it is only 1/2 that (go figure?....). It is what it is.
:closed1:
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