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voila un extrait du tl report des hunter qui remet les choses au point par rapport a la quickness et ses effets, c'est en anglais
Tiré du Hunter FAQ ( http://vnboards.ign.com/message.asp?topic=51720539 ) 5. What does QUI do to my damage? Does it reduce my damage? The game calculates your total damage per hit from 2 sources: your base damage, and your style bonus. The base damage is determined by the weapon's effective DPS, and the base unmodified delay. Being hasted, debuffed, or having a high QUI will not change your damage per hit, although it will change the frequency of how often you hit. Because the frequency can change, but the dmg per hit does not, hastes and debuffs can either increase or decrease your damage per unit time. Therefore, having a high QUI will help you do more base damage per unit time. The second source is style damage, which is a DPS add. Because it is a Damage per Second add, being debuffed or hasted will not alter how much damage you get over time, even though the per hit bonus changes with the modified delay. Therefore, having a high QUI will not help or hurt your style damage per unit time. Because your damage is the total of the 2 (base damage plus style bonus), it is good overall to have a high QUI. Because most of the damage dealt by Hunters is base damage (at least 75%, if not more), having a low QUI to get a bigger first hit with a style is not practical. You will sacrifice too much DPS for too little of a gain in front-loaded damage. Based upon exhaustive tests on the effects of QUI upon weapon speed and damage, QUI greatly increases the amount of damage dealt over time. Subsequent investigation and postings by the developers have confirmed these test results. Because Hunters have a DEX/QUI buff and access to Swords, the tests were considered fairly definitive. The following conclusions were reached: 1. QUI affects both melee and ranged weapons in the same manner. 2. QUI gives a proportional reduction to the delay of ranged and melee weapons. 3. The cap of delay reduction is not based upon base/starting QUI anymore. 4. The absolute lowest a delay a weapon can be reduced to is 1.5 seconds. It is not a fixed proportion of the original delay. 5. The damage per hit is based purely upon the base DPS and base delay, NOT the modified delay via QUI. QUI will speed up the rate of hits, but NOT reduce the damage per hit. Hence, QUI raises the damage output over time. 6. According to Dave Rickey, there is a "slow weapon bonus" to damage. Between 2.0 and 6.0 delay, this adds up to "a few percentage points". Any reduction in damage per hit is solely based upon the reduction of this bonus, and not the DPS which is based only off weapon delay. 7. Styles however, are effectively a constant DPS buff, and QUI does not increase the damage received from styles. If you swing faster, your styles will add less damage per hit, but the overall damage per time is constant. See question #30 for more informatio on how styles operate. I logged the draw times of bows for every value of QUI from 83 to 206 and found that QUI does indeed reduce draw times proportionally in a very non-smooth step function. Using a 4.8 and 3.9 delay bow with the 1.45 patch, a weapon requires (50 / delay) QUI for each 0.1 second reduction in draw time. This number is rounded up or down to the nearest even integer, and then, it does keep track of fractions in the long run. As those fractions add up, the weapon will require (50 / delay) + 2 QUI for the 0.1 second reduction. In other words, it takes 5 points of QUI above 50 for an exactly 1% reduction off the weapon's delay. Previously, in the 1.44 patch, this was only 4 points of QUI. Because Critical Shot is a multiplier off the normal shot time, those fractions can also cause the Critical Shot time to reduce by 0.1 seconds when the normal shot has not changed. Percentage reduction off weapon base delay: (QUI - 50) / 5 Example: 150 QUI means the player has a -20% reduction off this base weapon delay. The conclusions reached were that QUI is of immense importance for combat, especially for Hunters. It will not reduce your damage per hit while raising the rate at which you hit. If this were true, Hunters would be able to hit twice as fast, for half as much damage. Test Hunters have QUI scores and spears where this would be possible, but it has not happened. Because Hunters have the second worst defensive skill set in the entire game (second only to robed casters), utilizing all methods of increasing damage is important. See questions #3, #4, #18, #19, and #30 for more details. |
12/06/2003, 21h27 |
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quickness!!?
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en gros ce qu'il faut retenir, c'est que, contrairement a ce qu'on a cur pdt lgtps, monter sa quickness ne diminue pas les dégats....
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12/06/2003, 22h22 |
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ca tombe bien j'ai toujours essayé de capé en vivacité
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12/06/2003, 22h38 |
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Citation :
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12/06/2003, 22h54 |
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D'accord merci donc ça dépend de comment on va jouer si on prefere finir vite un combat ou essayer d'être le dernier avec le maximum d'endurance !
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12/06/2003, 23h49 |
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Mouai...en résumé, monté la viva, c'est rendre son perso weak quoi...très logique tout ca..enfin bon avec Daoc et mythic, on est tjrs surpris...
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13/06/2003, 11h22 |
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En frappant plus vite tu peux gêner l'adversaire qui veut placer ces styles réactifs aussi
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13/06/2003, 11h48 |
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Draziel Le Maudit |
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13/06/2003, 14h44 |
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Alpha & Oméga
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Citation :
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13/06/2003, 14h49 |
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