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voila THE THREAD , qui analyse les degats des armes en mélée.
petite mise en bouche de son analyse preliminaire :
This is the Damage Profile of my Journeyman's Walking Stick (9/24) as wielded mostly in my Primary hand. I got this graph by logging all of my combats so far in 46th level, then going in with a text editor and removing everything but the "You crush" or "You try to crush" messages. Since my offhand weapon is a Kunzar Ku'Juch (1HSlash), this left me with a logfile of nothing but my hits with the Journeyman's Walking Stick.
You will notice that there are a few hits for Damage values from 1 to 7. These come from a few battles where I (for tactical reasons) switched hands and put the JWS in my offhand. Since the offhand doesn't get the Level Damage Bonus, my minimum damage for the JWS in the offhand is 1. There was no easy or consistent way to weed these battles out of the graph, so I just left them in. So pretend that they're not there.
The first thing to note are the two prominent peaks on the graph. The biggest peak falls at what we call the "Magic Number." The Magic Number is a Damage value that, at 28th or higher (and possibly at 20th or higher) can be calculated with the formula:
[(2 * DMG) + (Level Damage Bonus)]
The Journeyman's Walking Stick has a DMG of 9. According to this formula, my Magic Number will be [(2 * 9) + (7)] == (18 + 7) == 25.
And sure enough, the biggest peak falls on 25.
(It's called the "Magic Number" because it's the amount of damage you will hit for the most. Around 20% of your total hits will be for the Magic Number.)
The second peak falls at the Minimum Damage (aka MIN). From 28th level onward (and possibly 20th level onward), MIN can also be precisely calculated as follows:
1 + (Level Damage Bonus)
According to this, my MIN should be 1 + 7, or 8. And sure enough, the second peak on my Damage Profile is at 8.
You will notice that the majority of hits fall between these two peaks in a roughly (VERY roughly) even distribution. I say "even" because the lesser peaks between MIN and the Magic Number are almost always compensated by "valleys". In other words, there is a small peak at 12. But there's a "valley" at 9, which tends to even out the peak at 12.
Above the Magic Number, we have two types of hits. The first type are normal hits up to Max Damage (MAX).
According to the most accurate formula we have currently, your MAX can be calculated thus:
[((Weapon Skill + Strength)/100) * (DMG)) + (Level Damage Bonus)]
According to this, with my 110 STR, my max damage for the primary hand wielding a JWS should be:
[((200 + 110)/100) * (9)] + 7 == (3.1 * 9) + 7 == 27.9 + 7 == 34.9
Fractions are dropped, so my MAX with the JWS in my primary hand is 34 points of damage. You will notice that there is a small amount of hits at 35. This is because for some of these fights I had the 10-point Necro STR buff, which put my MAX at 35. But for the most part I was fighting at 110 STR, putting my MAX at 34. And you'll notice that the hits for over Magic Number on this graph are fairly evenly distributed up to 34.
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