Results -9 to 0 of 807

Threaded View

  1. #11
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Viridiana View Post
    Hahahahahaha...No. No it doesn't. Except when it does, sometimes. But usually it doesn't.
    When does it not? I can't say I've ever seen such an example. I'd like for you to provide one, since I'm legitimately curious. It would be more helpful than acting smug and pretending to know something I don't know without providing anything to back you up.

    And the former is what all the guides go with, and is probably more accurate. And a difference of 1/90 will start giving you wrong numbers as soon as your damage exceeds 90 points, which was forever ago. Once you're up past 900 damage abilities, you're looking at 10 points off from expected value.
    It *should* be such that you'd divide by 0.9 rather than multiply by 1.1, according to the tooltips. I had never done testing of my own to prove it, that's just the way it should work, if the tooltips are actually accurate to the way the devs set up damage calculation. This is simply because:
    No Disembowel:
    100% dmg v 100% resistance = 100/100 = 100% damage
    Disembowel:
    100% dmg v 90% resistance = 100/90 = 111.1111% damage

    However, I just ran tests on it hoping to confirm the way the tooltips say it. I was proven wrong. I didn't use a parser for this, since I feel like all of this was just an attempt to bait me into doing so. I scraped the data from my combat log by hand and entered it into excel to run the calculations.

    http://puu.sh/koUcA/9108110013.png

    There's more data points beyond the bottom, I just can't be arsed to clip multiple images together to show all of it. Came out to a 10% buff, so I retract my statements. x:

    I included there a calculation using Sunny's damage formula to get an estimated potency for Heavy Thrust. That damage formula scales potency linearly according with damage. I feel like it would be far more disparate than 0.45% if this were a thing that doesn't scale linearly. To test THAT further, I ran another test with the whole Full Thrust combo:
    http://puu.sh/koVh9/8b4d231584.png

    The formula being used there is:

    Damage Dealt = ((Potency/100)*(WD/25+1)*(STR/9)*(DET/7290+1)*BUFFS)-1

    BUFFS in this situation is a flat 1, because the dummy has nothing special on it. But, yeah. Potency is weird and totally not linear at all? I'm really really confused as to why you would think that is the case.


    And, again. All of this was done without the aid of a parsing plugin/program. A parser wouldn't have even sped things up, since the battle log as I set it up for my purposes is no less easy to read than a parse would be. Also important to note re: potecy scaling.

    Vorpal Thrust:
    Combo: 200
    Not: 100
    Diff: 100
    Diff/Combo = 100/200 = 50%

    Full Thrust:
    Combo: 360
    Not: 100
    Diff: 260
    Diff/Combo = 260/360 = 72%

    These numbers are reflected in the battle log as the % by which damage is increased due to combo potencies. Everything seems to be backing that they scale linearly, so I'm gonna need a very convincing argument to show me that I'm wrong on this.

    (how is this still on topic? I'm continuing to prove that you can calculate and discover the skill floor for your class *without* the aid of a parser, so the argument that you need one to know if you are even meeting bare minimum for your class is baseless)
    (0)
    Last edited by JackFross; 09-27-2015 at 01:59 AM.