Ok, so we are done with the numbers right? I freaking wish. But at least today, we will do something useful and practical with the numbers and we have some incredibly limited tests to see how this all works out. But first a recap, and no this recap involves no formulas. Just our high and low damage numbers. After all of that math and putting everything together, we know that our sexy Samurai should have this as there damage range:
Damage = 59~100Now, lets stop for a second. Is that really the damage they should be hitting for? Or is it just another number that acts on something else?
Here is where I fail you, dear reader. I just don't know. That is part of the reason that I am trying all of this out. I need to know. So, what is the best way to see if these numbers work? Well, obviously it is to test them out! So take one sexy Samurai, one Greater Colibri, two WHM that are willing to help test and one bored DRG, and mix it all together. The outcome is not what you expect (luckily the unexpected outcome was not goblin-humping). Let's look at the results.
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Houston, we have a problem. Here is where things break down. The damage formula that I have religiously followed for the last three days doesn't match the results I saw during the test. We should have seen results always land between 59 and 100, but in this test the results land between 63 and 112, and they could go further out as this was just the observed limits. Now, you are probably expecting me to step up at this point and say, "Haha! I know why it is doing this!" but I don't. I am going to blame my own limited understanding of the formula and maybe the fSTR formula. So, since we don't know what is going on, but we have some data to test, lets make a new testing formula. This equation is going to be actually useful (maybe) for figuring out not just this problem but the effect that changes in your set up will have on the range of damage you are doing. For this formula we are going to use the level 81 Greater Colibri because it is nice and simple and we know (or at least, we think we know) the stats for it. Ultimately, I am not looking for my exact damage against each possible mob, but rather, what kind of effects that STR and Attack have on my damage dealing possibilities. So lets look at the huge formula from yesterday and reduce the things we don't need.
Damage = (D + ((STR - VIT) + N)/2)/2 x (fMax(ATT/DEF - 0.050 x (mobLVL - playerLVL) ~ fMin(ATT/DEF - 0.050 x (monLVL - playerLVL))It may still look like a lot but it's not really. All you have to do is plug in STR and ATT and you should be able to come up with your new range. Just remember that if you change you ATT, you could end up changing you pDIF range equation. If you are increasing STR and ATT, it's not going to matter much because you are already in the highest bracket, but for the lower end it could effect it.
can become
Damage = (D + ((STR - 67) + 4)/2)/2 x (1.2 x (ATT/322 - 0.3) ~ -0.5 + 1.2(ATT/322 - 0.3)
I think the problem with the results is that somehow I am screwing up the fSTR calculation. I just don't know for sure, and that is the area that people don't know that much about either, because it is so hard to test. Well, lets see what happens when we add one point of STR.
Damage = (75 + ((99 - 67) + 4)/2)/2 x (1.2 x (423/322 - 0.3) ~ -0.5 + 1.2(423/322 - 0.3)(How did I know that 1 STR added one point of ATT? Well, I used this equation:
2 Handed Attack = {( 8 + Combat Skill + 3STR/4 + (+attack from gear) + (+attack trait/ability/minuet)) * berserk effect (if available)} * (1+ percentage increase from food )I am not totally positive that is the correct adjustment for STR but, I am going to use it for now anyway) So that gives us a new range of 60-102. So we are moving in the right direction. The problem becomes that it is pretty difficult to shift these ranges without adding a whole lot of STR into the equation. And I am left scratching my head. Ahh, well. The best laid plans of mice and men. Either there is something wrong with my equations, or there is something wrong with other people's equations. If you leave the fSTR factor as fSTR2 you come up with results that are much closer to what they should be (with a range of 65 to 111) but it still does not line up. I am going to ask around and see what I can come up with.
After four days of this, my brain is absolute sludge. I currently have open in my Firefox tabs: 2 work tabs, 2 blogger tabs, 1 BG forums tab, 1 e-mail tab, 1 graphing website tab, 1 regular wiki tab and 1 god damn melt my fucking brain graphic calculator tab. This is too much! LOL
Anyway, lets see what my other testing came up with? This is the frequency of the damage per hit during my really short test:
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If you haven't been reading for the last three days, this is the place to start. I am going to start making suggestions now about how you should approach STR and Attack in the game.
So operating on what I believe is the sound assumption that SE is using some kind of curve to determine damage, lets look at some of the possibilities. But first a diagram of what an imaginary damage curve would look like:
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Now, lets have some fun. This whole discussion was created in my mind to try to understand how STR and Attack interrelate, and what you should do in different cases. Lets look at fSTR first, because that is in the first part of the equation.
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fSTR = ((dSTR + 4)/2)/2and since it is divide by two twice, it means that for every point you increase in STR you only get a .25 increase in fSTR. Further, since these numbers are all rounded down, for each point of fSTR you want to gain you will need to get to the next full point, so it can take up to 4 points of STR to increase your fSTR by 1 point. (This is true if the equations for fSTR are correct, if they are not then I have just wasted 4 days on this LOL) So depending on how close you are to your next fSTR point increasing STR over Attack may be a bad idea. But remember! Increasing fSTR by 1 point will have a much larger impact on your damage than increasing Attack by the same amount. Think of it this way, if you can not get to the next fSTR then Attack will always be better, because increasing your STR will literally do nothing besides increase your attack.
Now, lets go over attack. There are basically two scenarios under which Attack can increase your damage. This is the first one, which I believe is incorrect, and I will explain why in just a sec.
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Ultimately, the thing to remember is this, if you can determine how much STR will get you to the next fSTR point, you can better evaluate if you should use more Attack or STR. There is more to discuss here, but I am done for the day and the week on the subject. On Monday, I will talk about more practical applications, and hopefully I will have an answer to the question of what the hell STR and Attack do to the damage curve and what it would look like!
Honestly, I am surprised my brain made it this far.
I have other business that I will cover quickly, but since I skipped it, I should cover it before the weekend. First, I got to tank Armored Chariot, wee!
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See you on Monday, hopefully the bleeding will have stopped.