Well, from what I've done so far and what I know of the game mechanics, that's impossible. There's no way that Skillspeed goes into a negative multiplier somewhere that reduces potency for DoT ticks. If you Calculate damage for X Potency, it will be X damage, or basedmg*potency, no less. It would make no sense for Skillspeed to be calculated this way.
The only two possible outcomes is that X% GCD Reduction increases DoT damage by X%, or Skillspeed is scaling damage from either 0, or 354 SS, as their base value.
Where is his work? Cause I need to take a look at this. All of my work so far has indicated that DoT potency is higher than what my damage model calculates at 354 Skillspeed, meaning, there's something affecting it already from below this numerical value.
EDIT: Skillspeed definitely scales damage from base potency of 0 with my new model. That is for certain. And Determination got absolutely butchered. That's hilarious.
DET vs WSs:
2.5: 0.00062
3.0: 0.0001495
DET vs AA's:
2.5: 0.0014
3.0: God knows.
AA's are completely all over the place. Idk why my WD*STR*DET model isn't working for AA's. I removed the -1 at the end of the formula, added it back. Double checked my AA's and the values I used....
I also checked with Ravahn. The guy who he was originally working with to do SS's messed up all of his data and forgot to add a lot of control variables to isolate SS.
Last edited by Dervy; 07-02-2015 at 12:57 AM.
Okay, here it goes. SquareEnix looks like they may of changed more than just the stats themselves. It appears there's no longer a base damage value which my old model used to plus on top of the Strength modifier, after it's been multiplied by 0.075.
This change to damage changes a lot of things. For example, the Strength Coefficient is now 0.011, and the Determination Coefficient is 0.0001368, which makes Determination scale almost 4.5 times less than 2.5X for Weapon Skills.
So, here's the Updated Models, which, are a WIP:
Weapon Skills:
((Potency*0.01005)*(WD*0.0400573+1)*(STR*0.1104171)*(DET*0.0001368+1)*BUFFS)-1
Auto-Attacks:
((WD*0.0319937+1)*(STR*0.1387779)*(0.0001513)*BUFFS)-1
Skillspeed Mod for DoTs:
(1+(skillspeed-354)*0.0001285) - Note, this fits into the Buffs section.
GCD Calculation:
I read through a few sources about GCD on Bluegatr, Reddit and the JP one and now for GCDs I'm using:
2.50256-(0.01*(SS-354)/26.5)
The reason for 2.50256 is because the first 6 values of Skillspeed are valued differently. The Japanese use the 2.50256 number to by-pass the modifier for the first 6 values.
Of course, my Damage Models only work for the Dragoon and are still a WIP, so a few numbers will change.
Also, I spoke to Clorifex (Garlandtools guys) and he mentioned that the game uses whole numbers in every formula he's encountered so far. Oddly:
1 / 0.0400573 = 24.96426889
1 / 0.1104181 = 9.056486629
1 / 0.0001368 = 7308.289367
There's a good probability that the game actually Divides WD/STR by whole numbers, rather than multiplying by long decimals.
So, when I rounded these values, I got this:
((POTENCY*0.01005)*(WD/25+1)*(STR/9.05)*(DET/7308+1)*buffs)-1
This only gives me a 0.2 variation error over my model which multiplies values by decimals.
Total cumulative variation error is 3.8871, which is good.
EDIT: Updated AAs
Last edited by Dervy; 07-02-2015 at 10:21 AM.
Shouldn't that be Potency/100? Or at least *.01005, if you insist on keeping the .01005 idea you have going?
On that note, how accurate is the model if you do Potency/100, STR/9, and change the -1 at the end to something else?
Of course, I meant (Potency*0.01005) :P
I changed it to Potency/100 and STR/9 and the variation dropped another 0.2, still kept the -1 however.
I then made it so it solves for -X. This value just changed to -1.5, but variation dropped by further 0.5.
So, it would of been ((Potency/100)*(WD/25+1)*(STR/9)*(DET/7308+1)*BUFFS)-1.5, total error of 3.1816
Interestingly, this model is even accurate when I tested for 72WD, 841STR, 505DET. Which, is good. At least I know that Determination is hard-valued now at DET/7308, or DET*0.0001369 and scales from 0.
Having said this... I'm curious as to how this model reflects my "Job Coefficients".
EDIT: Errors are all of the errors from my data points added up together. So the more DataPoints I have, my Variation Error will increase.
Last edited by Dervy; 07-02-2015 at 10:23 AM.
I'll go have a loot at it now ^^
I'm actually kinda glad I can use a Damage Model in this format now. It makes it so much easier to remember, and it looks so much more cleaner.
This is all a WIP remember, so a few of the values will eventually change over time, as I add more and more Data Points to my solver.
EDIT: Fixed it. I messed up the AA_Delay calculation, lmao. Everything's perfect!
Interestingly, DET's weighting is 0.120, SS is 0.097 due to the DoT clipping, but, CRT with the same old 1.5% DMG mod gives me a weighting of 0.363. I'm iffy about this value however until we've got a working Crit Dmg scaler and someone has figured out a new Crit Formula for us to work with.
Last edited by Dervy; 07-02-2015 at 04:04 PM.
Interestingly, DET's weighting is 0.120, SS is 0.097 due to the DoT clipping, but, CRT with the same old 1.5% DMG mod gives me a weighting of 0.363. I'm iffy about this value however until we've got a working Crit Dmg scaler and someone has figured out a new Crit Formula for us to work with.[/QUOTE]
Lol yup it seems we are back to ilvl 80 ilvl 90 gear back then just by looking at WIP for stat weights. It's funny. Keep up the good work guys.
Off topic, hey dervy do u plan on updating the how to dps drg page with latest information about drg abilities and openers soon?
Well, that's the thing. He didn't show any work and just said that. No idea if there's any truth to that and, as I said, just wanted to throw it out here to see your thoughts.
Yoshi-P is doing his best and is patching Endwalker. Please wait warmly until it is ready.
If yall added playerlevel as a modifier to the formula I'm hoping you could find parallels between 50 and 60, and we won't have to go through this process every time people level. Cause I'm pretty sure thats how it scales somehow.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.