Creature Handler Archive
Thread: Pet damage formula (obsolete pre-pub 17)
I've been looking at the damage that the pets do in combat (before any armour/resists) and trying to work out how it relates to the the stats they show in the datapad, so I took some of my pets for a walk and noted how much in total they hit for, along with their stats.
One of the things I noticed that the damage was always within the min/max range but it wasnt the average, and that it seemed to scale up with level and/or the to hit value. So I calculated the percentage of the min/max range i.e (damage-min)/(max-min) that they hit for and compared it to their stats....
(this probably won't format very well)
Creature level damage Min Max To hit %max-min
-------------------------------------------------------------------------------
wasteland cu-pa 20 176 50 250 67 0.63
thune grassland guardian 48 254 70 330 104 0.71
rancor 50 272 80 350 107 0.71
gurreck 50 265 80 340 107 0.71
mantigrue screecher 55 285 80 350 131 0.76
prowling gurreck 56 296 90 360 1330.76
arachne webmaster 62 313 90 370 1510.80
bull rancor 65 326 90 380 1570.81
Plotting a graph of this % max-min vs level, there was no correlation, the line was jumping up and down all over the place, but plotting % max-min vs 'to hit' there was a near perfect linear correlation, the formula for which was:
%max-min = (to hit + 250)/500
working backwards to find the damage formula:
Damage = (to hit/500)*(max-min) + (max+min)/2
(this seems to be accurate to within +/- 2 points of damage)
What does it mean? it translates to: pet damage = average damage + bonus damage from 'to hit' . The minimum damage your pet will do with 0 'to hit' is the average of its min and max damage. With a 'to hit' value of 125 it would add a further 25% of its damage range. Theoretically a 'to hit' of 250 would add 50% of its damage range, in other words it would hit for max damage every time.
You dont get a lot of choice of 'to hit' and min/max with wild pets, but for BE pets it could make all the difference. Can anyone check this over or verify that it works with other pets? Remember that this damage is the total damage the pet does *before* armour i.e. the last number shown in the full verbose combat spam.
Message Edited by OfficerDibble on 05-14-2005 11:32 PM
Message Edited by OfficerDibble on 05-28-2005 09:32 PM
once BioE cloning starts working again, we'll see if we can get some 'to-hit' and 'min-max' damage experiments from crafted pets.
YoBobby wrote:
Are there any BE pets out there with 250 to hit? Is it possible for a BE to make a pet with 250 to hit?
Excellent!!!! I'm so glad someone figured out what the heck that to hit represents. Now why didn't the devs mention this? hehehe.
Please sticky this!
The devs did not say because they like to make us figure out stuff on our own. This may account for alot of the conflicting tales chs have had too. Where two similar level pets result in totally different outcomes in a battle. Well done poster what a constructive thread bless you sir.
I hope the BE profession gets back on its feet so that we can start testing this out. Yet another way for multiple pets to be effective especially if we can get all the lowlevel pets to the high to hits.