Pikeman Archive
Thread: dmg delay on specials?
That has dmg multipliers, HAM multipliers and time mods for each special.
antares
master pikeman
Well i duno if i just suck but so far found 2 complete contradictions.
my math shows spin attack as 1.5x dmg mod, 1.7 delay mod
stun 2 i am getting max of 2.0 dmg mod.
antares
master pikeman
I'm using max dmg hits. i take 20-100 samples (hard to get too many as slow as i swing), figure the max hit.
When fighting a KD opponent max hit with stun2 has been like 2500
I know it was kd cuz i use warcry 2 so my kd lasts 25 seconds.
Then just reverse the math to get multiplier. Max dmg on my weapon is 454, standard melee dmg mod is 1.86. KD mod is 1.5
2500 / (1.86*454*1.5) = <2.0
Best hit non kd is 1600ish
1600/(1.86*454) = < 2.0
With all the samples I am taking 2.0 seems to be the LIMIT (not the max because i havent reached it yet).
antares
master pikeman
1.5 is the standard ranged dmg mod for ranged weapons.
1.86 is the standard melee mod and has been for a while. I have verified it with all 3 main melee weapons (unarmed is funky with its own dmg skill so i didnt bother with that).
I use the same method to verify that the standard mod is 1.86 that I use for the dmg multiplier.
Just use regular hit. Get about 200 samples (pretty easy since u dont hit hard, things last for a lot of hits). Take the max dmg and min dmg and divide out.
847 max hit with my 454 max dmg axe. Erased min dmg one but it came out about the same verifying 1.86 as the standard melee dmg mod for sword, pike, and fencer (and probably tka after some weird fashion but that +unarmed dmg skill I never bothered to figure out).
847/454 = 1.866
To get delay mod, you find a tough creature/nest. Spam the special move as much as possible. Find the first hit and the last hit, get the difference in seconds, then count up how many hits it took.
(minus 1 because delay comes after the hit, the last hit does not have any delay attatched to it so it does not count. But the time does because the delay from second to last to last hit is attatched to the second to last hit).
Divide seconds/hits and you get your average delay. Then divide by the skillmod multiplier (+1speed = 1% speed reduction so +40 speed is 40% reduction. Multiplier would be 1-0.4 = .6)
so average delay / skillmultiplier = full unskillmodded delay. Then divide out the weapon delay to get the multplier for the special move.
Good, just making sure you had a good method before I trusted your results, you know. I didn't know about the melee mod being 1.86, so that's new. Thanks for that.
antares
master pikeman
I found spin and area 2 in the faq, but not much ona ny of the others.
Most interested in leg hit 3, and regular hit 2. So far the best I seem to hit for on reg hit is 2.5 dmg mod
God thats awful. Fencer gets 3.5 dmg mod on regular hit 2, sword 3.0.
Why do they hate pike? Not only is the weapon itself inferrior but they must make the specials inferior too?
More info would be appreciatd.
I'm not quite sure what the devs are smoking. 2.5 dmg mod on hit2. Ok. vs 3.5 on fencer. What good is AP and higher dmg weapons when the other classes can just do a special and reach not only the same amount of damage, but do it 2x as fast 3x as accurately?
I sure hope leg hit 3 is 3.5 dmg mod =(