Swordsman Archive
Thread: Specials delay and dmg mods?
Ok. Any hard info on this? If not I'm going to start collecting it in this post/thread.
So far what I've done is verify the standard melee multiplier by takinga couple hundred samples of basic hits and getting the maximum hit and figuring it. My max basic hit with my 2hcs in standard battle on a non-kd opponent out of a hundred or 2 hundred attacks is 463. The fencer corispondant has hard data of 1.86x dmg multiplier. This agrees with that from every angle. Max dmg on my sword is 248.
Standard damage formula = weapon damage roll (minDmg-maxDmg) * 1.86 = actual combat spam (before armor, resists, etc)
463/248 = 1.8669
248 * 1.86 = 461.28 (close enough)
463/1.86 = 248.9247
Considering there is a lot of data supporting that the game holds on to decimal points we don't see (248dmg sword could really be 248.43 or 247.9) this is close enough to the established fencer dmg multiplier to assume the standard multiplier for swordsman is also 1.86x listed dmg.
Given that info we can start to deduce the dmg multipliers on special moves. So far 2hh2 (2handed hit 2) seems to be 3.0x (which is goofy since fencers get 3.5x) I have not taken enough samples to be absolutely sure but the evidence below is what supports it:
Against KD opponent max hit with my 2hcs was 2085, and minimum hit was 524
Special Move + KD formula for combat spam damage:
weapDmg * 1.86 * 1.5 * specialDmgMod = combatSpamDamage
So plug in min and max values
62 * 1.86 * 1.5 * specialMod = 524
248 * 1.86 * 1.5 * specialMod = 2085
specialMod = 524/ (62*1.86*1.5) = 3.029
specialMod = 2085/(248*1.86*1.5) = 3.013
Assuming 524 and 2085 are the actual minimum and maximum damage I can achieve on a KD opponent with my 2hcs (which is supported by the 2 different samples agreeing on a specialDmg multiplier) that would make the dmgMultiplier for 2handed hit 2 ~~ 3.0x
Now that is weird if it is true. Unless the delay mod is less than for a fencer swordsman are getting screwed here. What is the good of having a higher dmg weapon if the special move does not increase damage by as much as the lesser dmg weapon-class. Hmmm. More data to be posted here. This forum is lacking in any FAQ for special move data maybe someone will compile my ramblings.
First of all thanks for that info.
It's true, there is no FAQ yet. For now there is certainly some basic stuff (trainers etc.) which could be used for one, but at the same time we also have a rather important combat rebalance ahead of us and i'm not fully sure if this is the right point in time to work on such an extensive FAQ as the Fencers have only to discover in a couple of weeks that it's outdated. Data like this is of course always welcome, eventhough i'm also hoping that through the combat rebalance process or any potential combat friday feature we will hopefully get some official figures at some point in time.
Thanks again.
From what I can gather from Allakhazam (http://swg.allakhazam.com/db/clist.html) and SWG Center (http://www.swgcenter.com/info/SpecialMoves.asp
, the following information are the modifiers for the specials named:
AttackDmg Time Hlth Act Mind Effect
/melee2harea12 1.5 0.5 1.5 0.5 Area Effect + Lower Posture
/melee2harea23 2.0 1 2 1 Area Effect + Lower Posture
/melee2harea34 2.5 1.5 2.5 1.5 Area Effect + Lower Posture +Dizzy
/melee2hspinattack1 2 1.5 1 1 1.5 Area Effect
/melee2hspinattack23 2.5 1.5 2 1.5 Area Effect
/melee2hsweep1 1.5 1.5 0.75 1.5 0.75 Single Target + Lower Posture
/melee2hsweep22 2.5 0.5 2.25 1 Area Effect + Lower Posture
/melee2hhit12 1.5 0.5 1 0.5 Single Target
/melee2hhit23 2 1 1.5 1 Single Target
/melee2hhit34 2.5 1.25 2 1.25 Single Target + Dizzy
/melee2hmind11.5 1.25 0.5 1 0.5 Mind Pool Bleed
/melee2hmind22.521 1.5 1 Mind Pool Bleed
/melee2hheadhit12 1.25 0.5 1 0.5 Targets Mind Pool
/melee2hhead23 1.75 1 1.5 1Targets Mind Pool
/melee2hhead34 2.25 1.5 2 1.5Targets Mind Pool
/melee2hlunge12 1.5 1 0.5 0.5Extends distance + Posture dwon
/melee2hlunge23 2.5 1.5 0.6250.625 Extends Disatance + Knockdown
Dmg = Damage multiplier for special
Time = Speed multiplier for special
Hlth = Multiplier for health costs
Act = Multiplier for action costs
Mind = Multiplier for mind costs
Effect = Any secondary effects caused by the special
Notes: The damage multipler should not include the standard melee damage modifier mentioned above. The time multiplier will be a multplier times the weapons speed and modified by the users melee speed modifier. The health, action, and mind costs will be a function of those costs from the weapon and modified by the user's secondary stats (Strength, Quickness, and Focus).
Any corrections to this table are welcome.
Well the melee2hhit 2 agrees with what I saw except I think the multiplier for time might be higher. At least 2, if not 2.5. No extensive calcs done on that.
I'm almost positive head hit 3 is 3.5 dmg mod, and 2.5 dely mod, though. The standard melee adjustment I only mentioned because if you want to calculate the dmg mod from the combat spam you have to divide it out.