Logic cannon 1.0 and 2.0 use timers.

2 posts ยท 2006-05-17 14:19:00 to 2006-05-18 16:26:00

#35300002054 05/17/2006 14:19 Re: Logic cannon 1.0 and 2.0 use timers.

cryshal wrote:
you guys are making the mistake of taking the dps numbers shown on our abs as gospel. do you guys really think theyre accurate? come ON. theres no way in hell. its too general and our bonuses/influences/etc (such as they are) are too broad of a variable for the dps figures to be anything more than the most general, rounded-off baseline figure that they are.


they could change the preload/warmup/whatever timer without affecting the dmg, im sure, since the dmg is the only constant. it can range from x-y, according to your roll, THEN your bonuses are applied to it. based on this constant, keeping in mind the casting time, they figured up what the dps number would be.. roughly.


this is just one of 239 diff things that need to be addressed with hacker.



No... here's the exact formula for damage before resistances (just replace Viral with Thrown, Melee, Ballistic):

((Ability DPS * (1 + Viral Damage Bonus )) + Viral Damage) * Launch Time * (1 + Tactic's Damage Percent)

There is no "roll" for damage, for the same stats it is constant. Also, the ability's Launch Time is just as important as your own stats in determining the damage output.

There's a reason it's called "Damage Per Second" on the abilities.

Also, if you'd like to do some confirmation testing, damage versus a naked target of your level won't equal what comes out of that formula. There's a bit when you have really low resistances (like under 50 or so) that you're actually in negative damage resistance.
#35300002083 05/18/2006 16:26 Re: Logic cannon 1.0 and 2.0 use timers.

NoRepro wrote:

In essence Cal is correct though the DPS formula that is listed in his post is not quite correct the gist of his post is correct.

You can calculate your damage within +/- <small number>% BEFORE taking into count your target's level and resistances will little trouble. As you will notice you dont do the exact same damage on the same target with the same ability every time.

In general;

  • if target < level than attacker = +damage

  • if target >level than attacker = -damage

  • Resistances can off set some of the +damage from being lower level but not all of it.

These are good general guides to getting a feel for your damage potential. When testing you should always really use equal level targets that have about level * 4 in the given resistance for the damage type you are using. For example;

  • If resistance is < level * 4 = +damage

  • If resistance is > level * 4 = -damage

This is why having high resistance for your level can off set a bit of a level difference but not all of it.

I hope this clarifies some of the confusion regarding this.

Message Edited by NoRepro on 05-18-200607:16 AM



Ah, thanks for the help NoRepro!

That formula is just a modified version of the one for Healing, which if I remember right, was pretty close to accurate. I haven't really tried testing resistances lately, and especially not with different levels, although that should help a bit in understanding that.

Still, I'm not sure about not doing the same damage, since for a lot of the tests my faction's done (samples of under 50 or so) we've been getting really consistant damage (and heal) values for the exact same set of stats. Would the damage fluxuations appear in sample sizes greater then 100, or are they meant to be rather common?