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  1. #1
    Player
    Dervy's Avatar
    Join Date
    Aug 2013
    Posts
    1,537
    Character
    Dervy Yakimi
    World
    Ragnarok
    Main Class
    Lancer Lv 80
    Which value? Do you specifically mean the -1.5? That's a value to counteract two things:

    1) Potency doesn't scale at the value of the tooltip. My theory is that Each Point of Potency is actually a 0.01005 multiplier of damage, rather than it being Potency/100. So if a skill is 360 Potency, instead of it being a 3.6 multiplier, it's actually a 3.618 multiplier.
    2) To accommodate for Rounding Error Values until I have enough data. So far, those damage models are the most accurate I've ever gotten them to be.

    It was Viridiana's idea to convert it back to Potency/100, then resolve for the final value, otherwise, it would be (Potency*0.01005), and -1 at the end.

    The Weapon Skill formulae is the Raw Damage at X Potency. If you wanted to calculate your DPS, instead of using the Potency of a skill, you would use the Potency Per Second (PPS) value of your rotation.

    Auto-Attacks are the same. If you wanted to calculate DPS of Auto-Attacks, you'd use that formulae. If you wanted to calculate the raw damage per Auto-Attack, you would remove the (1/AA_DELAY).

    If you're asking about the Division Coefficients, those are just scalers. Instead of multiplying it by a Decimal, you can inverse the operation by dividing it by a whole number.
    (0)

  2. #2
    Player
    lootbox's Avatar
    Join Date
    Jul 2015
    Posts
    6
    Character
    Madame Paddington
    World
    Malboro
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Dervy View Post
    snip
    Gotcha. Here's what I came up with:

    Say a non-critical hit deals D damage (substitute in your formula for weaponskill, auto-attack, or DoT damage), and c = crit - 354. Then:

    Expected Damage = D * non-crit chance + D * crit chance * crit damage multiplier
    Expected Damage = D * (1 - crit chance) + D * crit chance * crit damage multiplier

    crit chance = 0.000233 * c + 0.049511233
    crit damage multiplier = 0.000233 * c + 1.4493610

    ...wolfram alpha magic...

    Expected Damage = (5.4289e-8 * c^2 + 0.000116237 * c + 1.02225) * D

    Take the derivative with respect to c:
    (1.08578e-7 * c + 0.000116237) * D

    This gives a formula for how much we should expect damage to increase for each additional point of crit, given the current crit value (where, again, c = crit - 354). At higher values of crit, each additional point increases damage by more.

    I don't know if this is useful at all to you but I was bored at work and figured I'd share.

    EDIT: I think WA did some weird rounding first time through.
    Updated formula which includes critical chance buff here.
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    Last edited by lootbox; 07-07-2015 at 04:06 PM.