Bio Engineer Archive

Thread: So you think you broke the 500 damage mark? Think again.............

Joker9125
Wed Jun 08, 2005 8:25 pm
#1

Heres some food for thought.


Here is the post 17 formula for calculating creature damage.


damage = ((tohit/1500)+((CL-TL)/30)) * (max-min) + ((max+min) / 2)


damage = damage done before resists


tohit =to hit stat from datapad

min = min damage from datapad

max = max damage from datapad

CL = the CL of your pet

TL = the CL of your target

Damage is capped to never be more than max damage

If your pet is 15 levels below its target the damage will always be the min damage and if your pet is 15 levels above its target the damage will always be max.

A to hit of 0 means the pet will do the average of the min/max damage (min+max/2) or 50%.

Grouping with your pet raises its CL to yours (a CL 2 pet would hit like it was CL80 if grouped with a CL80 player).


Ok now that we have all the technical stuff out of the way heres the problem. Every 15 to hit means a static 1% increase in damage (against creaturesof the same CL)IE a to hit of 15 means a damage of 51%, a 30 means 52%, ect........ so if you go by this a to hit of 750 would mean your pet would always hit for max damage against a creature with the same CL as it, but the problem is. Whats the highest to hit youve ever seen on a pet? The highest I've ever seen on a CL 70 is around 170. which would = 61% of the min/max


Ok so please tell me Im not the only person that sees a problem with this. A pet with a damage of 120-514 and a to hit of 170 would hit for 361. So you really havent broken the 500 damage mark even though the max damage is above 500.



http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=218063">Clicky To My Sticky

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Bertus
Thu Jun 09, 2005 12:17 pm
#2

BTW, to hit values get stat shifted according to level, lev 69 always turns out 167 (even if you have much lower value when crafting the DNA, which i have most often) and level 70 always 170. Also the armor value of the pets shifts according to CL, level 69 gets 4609 or something like that,always. Things that dontshift are health and regen rates and damage.. thankfully, else we couldjust as well make no pets anymore.
emsti
Thu Jun 09, 2005 4:19 pm
#3

You have a 30 TL range over which your pet's damage will change. With a to hit of 0 that range is +-15 from your pet's CL (or yours, I guess). The to hit value will shift those 30 TL up or down, so that the pet will hit for max damage against a lower level target.


So a level 60 with 0 to hit would hit for max damage against a CL 45, 50% vs. a CL 60 and min damage vs. CL 75+.


A level 60 with 150 to hit would hit for max damage against a CL 48, 50% vs. a CL 63 and min damage vs. CL 78+


This has some use for those attacking things slightly above their level, since your pet would do more damage (just not max damage).


emsti
Thu Jun 09, 2005 4:20 pm
#4

Max damage vs a higher level target, that is.
Aleskander
Thu Jun 09, 2005 4:31 pm
#5

Make it simple for the dumbed down crowd is what I'm seeing.


Making pets used to be fun. You could make pets better than wild, different than other BE's. Now they're all the same.





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emsti
Thu Jun 09, 2005 6:56 pm
#6

Yeah, it seems to have lost a little something intranslation. There might be a few too many other holes to patch in the hull before they get to re-revamping BE crafting, I'd say.
Spazzers
Fri Jun 10, 2005 12:41 am
#7

I'm taking this to mean that you are saying I only need to concentrate on three things, health, regen, and damage correct?


I can see if the to-hit always shift to the same number every time for every animal with the same CL (how generic can the developer get I ask) the amount of max damage is still important. Yes, my animal may never hit for the max against an animal of the same CL but if the max is low then the calculated damage my animal will actually be hitting for will be lower. I still need to break that 500 mark to keep the calculated damage higher, even if it isn't 500.


Kind of stupid they've spent so much time revamping BE pet crafting way back when, allowed us just enough time to really perfect pet crafting in the game, then yank it all away so it becomes generic once again. We're back to the days of making a select number of critters that mirror most of the wild animals that can be tamed for free. The only real difference now is that we can make a gnort the size of a house.


The more things change the more they stay the same.....





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