Swordsman Archive

Thread: Test results: Damage & time factors on Swordsman specials

JehremySung
Tue Jun 08, 2004 3:57 am
#40

Read the first part there is a *1.86 mod in place for all damage so a hammer dealing 600 max dmg would, with 2h hit 3, deal 4464 dmg maximum. Same thing goes for your scythe 377*186*4=2804dmg.

Also you say lairs... An empty lair takes much more damage than you deal although I'm not 100% certain if that is just floaty or also combat spam. I think it's just floaty dmg.


Props for the table I'll be sure to get Spin2 back on the toolbar also thanks for that nice php script.


/bow2



Jehremy Sung of Mos Locos

Artisan/Chef and wielder of overlarge hammers.
Selling fine Bio Engineered Foods & Drinks from just outside Coronet.
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Nuckman
Thu Jun 10, 2004 6:26 am
#41






raider7734 wrote:



The goal of this testing was to establish what damage and time factors apply to Swordsman specials.


The first factor to look at is 'standard damage mod', a multiplier that increases the damage of all hits, autoattack and special alike. Is it really 1.86? I used a 98 max-damage heavy axe on autoattack, and found that it landed many hits for a maximum of 182-183 damage. 183 / 98 = 1.867... I took this as confirmation of the oft-reported 1.86 factor.


With the standard damage mod established, it was time to test the specials themselves with an eye to pinning down their damage multipliers. For this testing, I used the same heavy axe with max damage of 98. I used each special many times, recording the five highest hits. The calculated factors "calc xD" were obtained by averaging the test hits, then dividing out the standard damage mod, then dividing out the weapon max damage. The probable factors "probable xD" are what I conclude are actually being used by the combat engine for damage multipliers.


Next, the time factors. For this testing I used a broken 3.8s powerhammer, which let me bash away on an empty nest without doing any real damage. Each attack was spammed 100 times in a row... three times over. A powerup (mind cost + max damage) conveniently marked the 100th attack for each test.


I recorded the elapsed time in seconds for each run. The average of these, multiplied by 5 (because my two handed melee speed of +80 acted as a fivefold reduction on the base delay), divided by the weapon speed of 3.8s, then divided by 100 (100 hits), yielded the calculated factors "calc xT" in the list below. The probable factors "probable xT" are what I conclude are actually being used by the combat engine for time multipliers.


calc probable calc probable
attack D1 D2 D3 D4 D5 D-avg xD xD T1 T2 T3 T-avg xT xTD/T
------ ----- ----- ----- ----- ----- ----- ------ ---------- ---- ---- ------ ------ ------ ----
area1 367 366 362 364 365 364.8 2.0013 2.0175s 175s 174s 174.67 2.2983 2.3 0.87
area2 549 551 548 549 551 549.6 3.0151 3.0183s 182s 183s 182.67 2.4036 2.4 1.25
area3 545 548 547 545 548 546.6 2.9987 3.0197s 198s 198s 197.67 2.6009 2.6 1.15
spin1365 365 364 364 365 364.6 2.0002 2.0137s 137s 137s 137.00 1.8026 1.8 1.11
spin2 549 551 549 551 547 549.4 3.0140 3.0175s 175s 175s 175.00 2.3026 2.3 1.30
sweep1 271 272 270275 273 272.2 1.4933 1.5129s 129s 130s 129.33 1.7017 1.7 0.88
sweep2 364 367 362 366 363 364.4 1.9991 2.0190s 190s 190s 190.00 2.52.5 0.80
hit1 366 367 367 363 365 365.6 2.0057 2.0114s 114s 114s 114.00 1.5 1.5 1.33
hit2 543 550 550 544 545 546.4 2.9976 3.0 171s 171s 171s 171.00 2.252.25 1.33
hit3 727 730 728 725 729 727.8 3.9928 4.0 247s 247s 247s 247.00 3.25 3.25 1.23
mindhit1 182 180 183 180 182 181.4 0.9952 1.0 175s 175s 175s 175.00 2.30262.3 0.43
mindhit2 366 367 361 362 367 364.6 2.0002 2.0 190s 190s 190s 190.00 2.5 2.5 0.80
headhit1 272 271 275 274 274 273.2 1.4988 1.5 122s 122s 122s 122.00 1.60531.6 0.94
headhit2 457 452 455 452 456 454.4 2.4929 2.5 175s 175s 175s 175.00 2.30262.3 1.09
headhit3 635 635 639 643 641 638.6 3.5034 3.5 190s 190s 190s 190.00 2.52.5 1.40
lunge1 180 180 181 180 181 180.4 0.9897 1.0 114s 114s 114s 114.00 1.51.5 0.67
lunge2 183 182 180 183 180 181.6 0.9963 1.0 114s 114s 114s 114.00 1.51.5 0.67


The short version:


attackxDxT D/T
------ ---- ----- -----
area1 2.02.3 0.87
area2 3.02.4 1.25
area3 3.02.6 1.15
spin1 2.01.8 1.11
spin2 3.02.3 1.30
sweep1 1.51.7 0.88
sweep2 2.02.5 0.80
hit1 2.01.5 1.33
hit2 3.02.25 1.33
hit3 4.03.25 1.23
mindhit1 1.02.3 0.43
mindhit2 2.02.5 0.80
headhit11.51.6 0.94
headhit22.52.3 1.09
headhit33.52.5 1.40
lunge11.01.5 0.67
lunge21.01.5 0.67








In english?



-Colonel Alic Sa'o-
DimiGR
Fri Jun 11, 2004 3:34 pm
#42

I dont get the hole DPS thing.

Ok if I killing an elder and need about 15-30 mins to kill, then maybe (see below) I maybe kill it faster.

But DPS cannot be used vs every mob (ie low ham 10k-20k with light ar).


Ok now my concerns about DPS:


a) using a lower special faster will decey your weapon faster (dont know why but it happens). I saw that with my speed vs damage sliced scythes


b) u have more % to miss, because u attack more times, ie attacking 10 times with headhit3 = attacking 15 times with headhit2 to make equal damage, so u r attacking 5 more times and the roll for the miss is rolled 5 times more than with the headhit3. Not only the miss roll but the counter, dodge, evasion of ur oponent getting rolled more times.



Zeveron
Rebel Colonel

Shop: Altera, Naboo -2762 2132
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StGabriel
Sat Jul 10, 2004 7:31 pm
#43

I hadn't tried the calculators. Nice.

StGabe.



--- The Clan McDonnell ---

Gaffyn McDonnell -- Master of Blades (master fencer/swordsman/brawler)
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Polax-CP
Wed Jul 21, 2004 10:17 pm
#44

amazing data analysis, one of the most helpful docs ive seen anyone writeup since launch... simply amazaing



Polax (a.k.a Cid Prolend)
Master Doctor/Master Swordsman
PVE Machine
KozakMamalyga
Thu Sep 02, 2004 2:44 pm
#45

What a pity that Kiber left the game. I wish he would be back.

/bow Kiber


Mish
Gazkan
Thu Sep 02, 2004 2:57 pm
#46


Interesting.. so I guess that means if I'm not speed capped headhit 3 is best to use soloing unless I have 3+ mobs when compared to spin attack 2 since it hits a single pool, and spin attack 2 will hit about 1/2 to the health pool.. hmmm. Good to know.

Message Edited by Gazkan on 09-02-2004 03:36 PM

Crefe
Sun Sep 26, 2004 6:06 am
#47






DimiGR wrote:

I dont get the hole DPS thing.

Ok if I killing an elder and need about 15-30 mins to kill, then maybe (see below) I maybe kill it faster.

But DPS cannot be used vs every mob (ie low ham 10k-20k with light ar).


Ok now my concerns about DPS:


a) using a lower special faster will decey your weapon faster (dont know why but it happens). I saw that with my speed vs damage sliced scythes


b) u have more % to miss, because u attack more times, ie attacking 10 times with headhit3 = attacking 15 times with headhit2 to make equal damage, so u r attacking 5 more times and the roll for the miss is rolled 5 times more than with the headhit3. Not only the miss roll but the counter, dodge, evasion of ur oponent getting rolled more times.





I dont understand why DPS should not work against low lvl mobs with 10-20k HAM? Well, it certainly does not play a role if you can kill it with one normal hit, but DPS very well plays a role when killing 10-20k HAM mobs, except maybe if you kill them in less than a second

a) as far as I understood weapon decay from reading the artisan FAQs, it works by decaying your weapon durability by a percentage of the damage you do, so weapons with a higher DPS tend to decay faster.Correct me if Im wrong.


b) the chance of hitting the target stays exactly the same:a roll against a probability of 20% will be a roll against a probability of 20% weather you hit once a second or once in five seconds (with the same DPS). What you mean is that in the first case, where you hit once each second, you will statistically hit the mob once in a duration of 5 seconds, whereas in the second case you will statistically hit the mob once in a duration of 25 seconds. So using a slower attack would be a waste against low HAM mobs you can kill with one blowbut which are very hard tohit. Those mobs dont exists - low lvl mobs are easy to hit.So, of course you will miss more often, but it does notmatter if you hit every second time if you do twice the damage when you hit. Therefore one should choose the attack with the highest DPS (considering HAM costs and other things too of course, but not chance to hit).




-----------------------------------------------------------------------
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Other stormtrooper: Maybe it's another drill
LAM0028
Tue Sep 28, 2004 10:37 am
#48

Hi,


Firstly let me just state that i am a TK/DOC in training, so i know nothing about the swordsman proffession. A few people have told me that its a great PvE proffession and thats what i am looking for.


My question is this (i hope it does not sound silly):

Why did you pick the 5 highest damaging hits for each special?

Surely the point of the exersize was to establish what on average is the best special. However, as far as i know no combat proffession always hits for 95%+ damage, in taking the highest hits you are assuming that you will always deal out the highest amount of damage or close to it. Should the stats have not shown a true average and then that way you will see the true D/time results.


As i say i am not a swordsman and if you tell me that swordsman hit for nearly max damage all the time then i will accept that and bow down to your greater knowledge, however i know as a TK that my damage is always all over the shop.

Equaly, if i am not reading this report correctly please set me straight. Please do not see this post as a flame. Swordsman is something that i am giving serious thought you and i want to ensure that if i head into it i do it with my eyes wide open.


Wolf (Chimaera)



Talent is not what counts, its what you do with it that does.
starcrusher04
Wed Jan 05, 2005 12:52 pm
#49


I notice that, according to this chart, Area 2 is better than Area Three due to the fact that it has the same modifier but takes less time. Is this accurate and is this still true? (1-5-05)



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1Kind
Fri Jan 14, 2005 6:47 am
#50

Try this:

http://killyourpc.org/swg/swg_dps.php

Zodiac-B
Fri Apr 29, 2005 4:00 pm
#51

Something like this for CU would be great.





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LucidRoid
Sun May 01, 2005 6:56 am
#52

Please unsticky this and someone get a duplicate ´for Swordsman in CU. Please.



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