Damage Increase Cap

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Calvin
Posts: 5686
Location: UK

Re: Damage Increase Cap

Post by Calvin »

right, going purely from my memory, because this runUO pack i downloaded is bullshit and not the scripts i remember from the google script drive...

i am getting 50% GM tactics, 60% 110 anatomy, 100% items, 50% enemy of one, 24% 120 str = 284% di.
this is within the cap, and is the new base damage.

you can further multiply your damage by using slayer, bushido, or a special hit like armor ignore or double strike.

that is how i think it works for this server. regardless of how it should work.

it's possible that some of the skills stuff is calculated before the items DI is applied, but i remember very distinctly that the 300% cap is actually broken into 3 100% caps from different things.

in this new script i downloaded it is not done like that at all, it's all just added to a DI number then capped down to 300 at the end, but i am 90% sure that's not what we are using
Last edited by Calvin on December 8th, 2018, 10:33 pm, edited 1 time in total.
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Lomita
Posts: 82
Location: Germany

Re: Damage Increase Cap

Post by Lomita »

Thank you guys,I know what I wanted to know :-)
I can have 100 damage increase on the armor and weapon and do not exceed the maximum with chivalry and skills.
Thank you for the effort !
(Player from Germany)
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Calvin
Posts: 5686
Location: UK

Re: Damage Increase Cap

Post by Calvin »

divine fury is included in the item cap. but consecrate wep and enemy of one are applied to the enemy mobile not your character mobile, so they increase your damage outside of the 100% item cap
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Calvin
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Location: UK

Re: Damage Increase Cap

Post by Calvin »

Tanya wrote:
Calvin wrote:56-64
ok so average is 60
60x300% is 180
looks good
the problem is that the numbers in my profile definitely include my item DI.

so is the 100% item DI not included in the 300% cap?

honestly bro, im pretty sure im right and the 300% cap thing doesn't really apply. or at most it applies to something which is not the actual damage number

if anyone has a link to the actual scripts we use i'd be happy to have a look, this stuff i am reading in the ones i downloaded is totally different to what i remember; and what i remember seems much more accurate to the game
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Calvin
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Location: UK

Re: Damage Increase Cap

Post by Calvin »

with zero item DI, i have 44-46 damage, with a 16-17 damage wep.

with 100 DI, i have 56-64 damage, with a 15-17 damage wep.

interesting. i'll just use the 17's cos it's easier.
46/17 = 2.7
64/17 = 3.76

so 270% of base, and 370% of base, minus 100% for the base damage itself = +170% and +270%
see here is your 300% cap. it includes skills and things.

it does not include slayer and it does not include bushido honor.


working backwards i can tell you that i have +270% DI. because the number in my profile is 370% of the base 17 damage of the weapon.
i think i could push this to +300% if i got 120 tactics and anatomy. i dont think the cap is really a cap, so much as a maximum you can get.

but i cannot tell you for sure where the other 170% is coming from without looking at the scripts.
50% tactics, 60% anatomy, 20% str, 40% ???

maybe i'm underestimating tactics...
"Your level of Tactics determines how much of your Base Damage you are capable of inflicting on opponents. The percentage is equal to your skill plus + 50% (for example, at 120 skill points you will deal 170% of your base damage, while a fighter with no skill will only deal 50%)."
so 150%.. +50%, nope... maybe... the other 80% is after tactics. so 25.5 base + 80% = 45.9

boom. this is some fucky math that we use lol
Last edited by Calvin on December 8th, 2018, 11:07 pm, edited 1 time in total.
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Tanya
Posts: 1796

Re: Damage Increase Cap

Post by Tanya »

yea something wrong there
i've just tested on balrons
and not sure where damage comes from
lol
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Calvin
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Location: UK

Re: Damage Increase Cap

Post by Calvin »

i think i've cracked it, sorry for the edit above.

basically your tactics multiplies the base wep damage. then your skills and your item DI is added, up to a cap of 300%. then bushido and slayer can double that.

so you have 3 base numbers:

1. wep base damage -> 10 | 20
2. wep damage after tactics. (#1 x 150% for GM tactics) -> 15 | 30
3. wep damage after possible 300% di. (#2 x 400%) -> 60 | 120

then im not sure if slayer and bushido will be cumulative or just be 200% of base #3

but i imagine it's cumulative, so
4. slayer (#3 x 200%) -> 120 | 240
5. bushido honor (#4 x 200%) -> 240 | 480
6. enemy resists (#5 / monster resists) -> lets say 50 resist 120 | 240
7. double strike (#6 x 200%) -> 240 | 480
Last edited by Calvin on December 9th, 2018, 1:31 am, edited 4 times in total.
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Cunnana
Posts: 1005

Re: Damage Increase Cap

Post by Cunnana »

killer on talismã accumulates with slayer too.
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Calvin
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Location: UK

Re: Damage Increase Cap

Post by Calvin »

ya know im not sure if it does make a difference when you multiply the numbers actually..

but bush and slayer are definitely breaking the cap in a way other things cannot
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Calvin
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Location: UK

Re: Damage Increase Cap

Post by Calvin »

INCREASING TACTICS TO 120:
will it give a 20% increase overall, or more because it's the first base?

1. wep base damage -> 10 | 20
2. wep damage after tactics. (#1 x 1.7 for 120 tactics) -> 17 | 34
3. wep damage after possible 300% di. (#2 x 4) -> 68 | 136

4. slayer (#3 x 2) -> 136 | 272
5. bushido honor (#4 x 2) -> 272 | 544
6. enemy resists (#5 / 2 for 50 resist) -> 136 | 272
7. double strike (#6 x 2) -> 272 | 544

100 Tactics - 50% bonus at #2 = 240 total damage with 10 damage wep | 480 total damage with 20 damage wep
120 Tactics - 70% bonus at #2 = 272 total damage with 10 damage wep | 544 total damage with 20 damage wep

240 + 20% = 288
480 + 20% = 576

.....

80% of 272 is 217.6
80% of 544 is 435.2

so a 20% increase at the end is worth more than a 20% increase at the start?? wut... i should not math while smoking
so it does make a difference where you multiply, and in fact later is better? :?
what am i actually getting then for my 20% at step #2.. increase from 480 to 544 = 64 difference, what % of 480 is 64... err.. 480/100.. 4.8 is 1%.. how many 4.8's in 64.. 64/4.8? is that right? 13.3% increase

i suppose that kinda explains why i don't do much less damage with a katana than a double axe. man that messes with my head tho cos i always thought increasing a base number would have more of an effect than increasing a multiplier, but obviously not

hang on there's still something fucky somewhere, because putting the base wep damage from 10 to 20 has doubled the outcome at the end..
if 100% increase at #1 gives 100% increase at #7, then why does a 20% increase at #2 not give a 20% increase at #7...
i need to check my math lol

need to see the code tho really, it's all just hyperbole until then, still probably like 90% accurate
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