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Thread: Combat Mechanics

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    Default Combat Mechanics

    I saved it on a side for forum moving, all credits goes to Martohtar.
    Quote Originally Posted by Martohtar View Post
    By popular demand, here's a rundown of the new combat mechanics in 1.05.
    This affects all melee classes and rangers. Casters look elsewhere.


    How does damage dealing work?
    First off I will start at the end, Here's the two important formulas for converting stats to actual damage:

    Directional attacks (AKA. White-hits)
    Code:
    (Total DPS rating)
    * (Animation duration)
    ----------------------
    = Damage done
    Combo Openers and Finishers
    Code:
    ((Total DPS rating) + (DPS bonus from combo tooltip))
    * (Animation duration)
    ----------------------
    = Damage done
    Remember that the "Damage done" here can vary depending on the "Damage range" on your weapon, but if you average it out it should end up approximatly equal to "Damage done".



    Total DPS rating
    So where and how do we find our "Total DPS rating"?

    Open your "Attributes & skills" window (default 'p').
    http://bildr.no/view/438925

    Here, under the general tab you'll see DPS.
    This updates dynamically so if you use a feat that gives +x% weapon damage this will update.

    So what makes up this Total DPS rating?
    There's three points here:
    • Weapon DPS
    • +x% Weapon Damage
    • Combat Damage Increase




    Weapon DPS
    Weapon DPS is simple, it's the number in front of the letters 'DPS' on your weapon tooltip. That's all there is to it, and unlike previous versions of AoC, this will never change now.



    +x% Weapon Damage
    This is also really simple, it just adds a percentage of your Weapon DPS on top of it like this:
    Code:
    (Weapon DPS)
    * (x% Weapon Damage)
    ---------------------
    = Weapon Damage bonus
    If you have several +x% Weapon Damage feats it will look like this:
    Code:
    (Weapon DPS)
    * ((x% Weapon Damage) + (x% Weapon Damage) + (x% Weapon Damage) ...etc)
    ----------------------
    = Weapon Damage bonus
    Example:
    Song of Demise with Lethargy and Lunge
    Code:
    75.1
    * (17.5% + 70%)
    ----------------
    = 65.7 DPS
    Our Total DPS Rating so far looks like this:
    • 75.1 DPS from Weapon
    • + 65.7 DPS from Weapon Damage Modifiers
      ---------------------------------------
    • = 140.8 DPS Total Rating




    Combat Damage Increase
    This is where all your damage from dexterity, strength and Combat Rating goes.

    Open your "Attributes & skills" window (default 'p').
    http://bildr.no/view/438926

    Under the Combat... tab you'll find Combat Damage Increase. Hover your mouse pointer over the "Effect" or "Rating" number to see the breakdown of this.


    Combat Rating
    So what is this Combat Rating (whatever) stuff?

    This breakes down into three categories
    • Combat Rating - Generic Combat Rating from Dexterity/Strength or item. This is mitigated against Armor of target and will apply on whatever weapon you have equiped.
    • Combat Rating (Weapon type) - This will only apply while you have a weapon of "(Weapon type)" equiped. This is mitigated against Armor.
    • Combat Rating (Magic) - This will apply with any weapon type you have equiped. The trick here is that it is mitigated against the targets Protection (Magic) Rating.


    One side note, damage that comes from Combat Rating (Magic) will still apply to a melee type leech, and not magic.


    One incredibly important concept with regards to combat rating is this:
    Rating stats will scale with level, meaning that if you do not improve your equipment the effect of the stat will go down as you level.

    Currently on my level 80 'sin with a lvl 80 dagger +1 Combat Rating gives +0.0275 DPS.
    I will have to do some number crunching here to see how the scaling effect above affects this.

    So let's look at an example:
    Code:
    Combat Rating (Daggers): 1303 (+35.6 DPS)
    Combat Rating (Generic): 660 (+18.0 DPS)
    Combat Rating (Unholy): 200 (+5.5 DPS)
    Rating from Dexterity: 2445 (+66.8 DPS)
    -----------------------------------------
    Total Rating: 4608 (125.9 DPS)
    Our Total DPS Rating will then look like this:
    • 75.1 DPS from Weapon
    • + 65.7 DPS from Weapon Damage Modifiers
    • + 125.9 DPS from Combat Damage Increase
      -------------------------------------------
    • = 266.7 DPS Total Rating


    So what about the last 2 DPS in my screeenshots, where do they come from?
    Answer: Destiny Quest, the devs are considering displaying this as +combat rating instead of an undocumented number, so let's see what the future brings
    Edit: Answer - Hit Rating




    Quote Originally Posted by Martohtar View Post
    Misc. stuff:

    Critical hits
    A crit will by default add 50% damage on your hit, if you have +critical damage rating you will gain a x% damage bonus on this.

    Your critical rating gives the chance to crit a hit.



    Glancing hits
    A Glancing hit will reduce 50% damage of your hit.

    Your hit rating will affect how often you glance, higher hit rating, less glances.



    Offhand hits
    The offhand damage calculation uses the DPS on your offhand dagger for damage calculation.

    Offhand hit is calculated with the same Damage Range seed as the main hand hit it is procing off. IE. If you have the same DPS on your main hand and your offhand, the offhand hit should be 50% of the main hand hit.

    Your offhand rating gives the chance to throw an offhand hit.

    Special case here is if it procs on Combo Opener/Finisher, it seems it does not take the +DPS bonus from it into account and only uses the base hit damage.

    Another thing that has changed with offhand is that when you proc one on a combo finisher, it does not level out with the rest of the combo hits, but are rather collected and added at the end of the combo finisher.



    Hit rating
    Lifted from this post:
    Hit Rating counters the evade chance of the target as well as the 5% innate miss chance.

    For example:
    If the player you are shooting has 2.2% evade and you have 4.5% hit, you will have a 97.3% (100 - (5 + 2.2 - 4.5)) chance of hitting.

    Also, once you reach 100% chance to hit on your target, additional hit chance reduces the chance of Glancing Hits.



    Attribute Trickle-downs
    To see what Strength, Dexterity etc. gives you, see this post



    For all of you who goes "oh noez, maths!11", consider this:
    "Everytime you do maths, god kills a Demonologists."

    So whip out those calculators!
    ◄ Shahir ● AssassinGuild Destiny on CromStonerune UIRaid Loot Tables
    Account cancelled - waiting for new raid content to defeat.

    Stonerune : "Great UI for the most part, the only major drawback is that the author is an asshat."

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