Teras Kasi Archive

Thread: New VK Damage Multipliers

Taigei
Fri Apr 02, 2004 7:13 am
#1



I'm hard at work figuring out the P7 changes to TK for updates to teraskasi.net, and just had to share this with you: When you strap on your VKs, you now get 2 damage multipliers. Here's how they work as far as I've figured:


Let's start with a non-Trando TKm with 390-405 base character damage using a 40-140 VK (100 point spread for simplicity).


1. VK Spread Increase: Minimum damage is minimum base character damage + minimum VK damage (390+40=430). Now you'd think maximum damage would be charcter max + VK max (405+140=545), and it was, but now I'm 90% sure it's (characterMin+vkMin)+(vkSpread*1.5). In this example, the vkSpread is 100 points (vkMax-vkMin). So: (390+40)+(100x1.5)=580. So instead of a 430-545 spread with these VKs, you get a 430-580 spread. But your damage isn't total yet.


2. VK Damage Multiplier: Once the damage roll is made, it's multiplied by 1.25, and this one I'm 98% sure of. So for our TKm, the final damage (before resistances, posture andspecial attack multipliers, etc.) is between 538-725.


Let's compare that one time: Pre-publish7 = 420-545; Post-publish7 = 538-725.

Let's grind that throughUAH3: Pre-P7 = 1260-2180; Post-P7 = 2152-2900


There is a trade off between damage output andthe new HAM encumberance calculations, which I'll mention below, so we can't isolate any one buff- or nerf-seeming thing in this publish out of context to the whole. At first long hard stare, the dev's have donesomeaggressive, smartand, dare I say...tasty balancing which will bring VKs back into the game for high level TKs.


In plain English: Your minimum damage with VKs is 1.25x higher, and your maximum varies based on your VK damage spread, but can be figured by multiplying your VK damage spread by 1.5, adding your minimum VK and character damage, then multiplyingby 1.25.


In plain algebra:

charMinDmg = ( unarmedDamageBonus * 1.5 ) + 15

charMaxDmg = charMinDmg + 15

baseMinDmg = charMinDmg + vkMinDmg

baseMaxDmg = ( ( vkMaxDmg - vkMinDmg )* 1.5 ) + basMinDmg

baseDmg = ( baseMinDmg <= RAND <= baseMaxDmg ) * 1.25


finalDmg would include resistances, special attack andposture multipliers, etc., and are mods to baseDmg.


I haven't tested to the point I'm 100% sure of the formulas, but they're close. It'll be several days from the time of this post before I finish a mad TK DPS calculator that you're going to love. You can preview it at http://www.teraskasi.net/dps_calc.php but I will be changing it frequently for, oh, maybe 4-5 days as I get the numbers down (I have to retest all skills under a variety of conditions with multiple characters in the process of building the calculator and updating the site). So I'm not saying the DPS calculator is solid, but it's close. Some things I've already learned with the calculator: Drop your speed tweaked VKs at Power Tech III and go for low HAM, high damage - by PT III almost all your specials will throw at 2.2 or less (except for KD2), but look for yourself to compare your skills to the speed; By Power Tech IV all your specials will throw at 1 sec. Right now the DPS calc is not linked to the main site navigation, so only you are getting a preview with the understanding the calculator is still in development.


Something I haven't even begun to tackle yet is the new VK HAM encumberance system. Basically, teir 4 and TKm speical attacks can draw a HAM encumberance greater than the VKs show in their stats, but lower teir attacks draw less damage than the VKs show. Also, ONLY attacking skills which cause damage are affected by VK HAM encumberance - Non-attack skills such as Berserk, CoB, Warcry, Intimidate, etc. are not affected by VK encumberance. Very low (high 20's) VK encumberancemay reduce HAM cost for even the highest level skills to at or below the VK stats.


Oh, and blue glowies are now being served for breakfast at TK Kafe.

Message Edited by Taigei on 04-02-2004 09:28 AM

Ryutek
Fri Apr 02, 2004 7:20 am
#2




Very nice


Thanks for the info.






Edit:


Great joke I didn't want to give it away at first.

Message Edited by Ryutek on 04-02-2004 11:21 AM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
antares_Kauri
Fri Apr 02, 2004 9:13 am
#3

Why in the world would the devs make the TKA dmg calculations this complicated? For the rest of the melee classes, the max dmg output is simply [ (max weapon dmg) * 1.86 * (special multiplier if used) ]. Why would it be necessary to make the TKA max dmg based on the spread of the VK and the min damage multiplied by some factor? This makes no sense at all and seems entirely arbitrary if this is so. And why would they increase the dmg capability by so much?

antares
master pikeman



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
Ryutek
Fri Apr 02, 2004 9:16 am
#4






antares_Kauri wrote:
Why in the world would the devs make the TKA dmg calculations this complicated? For the rest of the melee classes, the max dmg output is simply [ (max weapon dmg) * 1.86 * (special multiplier if used) ]. Why would it be necessary to make the TKA max dmg based on the spread of the VK and the min damage multiplied by some factor? This makes no sense at all and seems entirely arbitrary if this is so. And why would they increase the dmg capability by so much?

antares
master pikeman






Note the last line:


Oh, and blue glowies are now being served for breakfast at TK Kafe.

My guess was an April Fools's joke

Message Edited by Ryutek on 04-02-2004 11:16 AM



Ryutek

Former Teräs Käsi Correspondent, Circa 08/2004 to 02/2005

No longer holding out hope, SWG will never be the game we fought so hard for, that we believed so much in. Farewell friends.



[email protected]
antares_Kauri
Fri Apr 02, 2004 9:19 am
#5


Ryutek wrote:

Note the last line:

Oh, and blue glowies are now being served for breakfast at TK Kafe.

My guess was an April Fools's joke

Message Edited by Ryutek on 04-02-2004 11:16 AM




If it's supposed to be, then it's a day late and not much of a joke. This was posted this morning.

antares
master pikeman

Message Edited by antares_Kauri on 04-02-2004 08:20 AM



|Pikeman non-stop since July, 2003|
|combatUpgrade::alpha :: JTL::beta :: RotW::beta :: ToOW::beta|
SOE Producer Dallas Dickinson says:
"I mean, what is a pikeman and why is it something in the game?"
KnapweedD
Fri Apr 02, 2004 6:51 pm
#6

An awful lot of work for a joke. That site he's working on is awesome and the format of the calculator is as informative as you can get.


Nice piece of work.


Droci
Sat Apr 03, 2004 3:26 am
#7

good work



(Droci/Droku)

Droci
Sat Apr 03, 2004 3:27 am
#8

very good



(Droci/Droku)

Taigei
Tue Apr 06, 2004 12:10 pm
#9

Antares - The formula above was simply were I was at in figuring out the new changes to VK damage, not the final, as I hoped to make clear. But to your question about why the formula isn't like armed melee:VKs modify unarmed damage, unlike all other combat classes whose skill bonuses modify weapon damage. I'm sure the final VK formula will be simpler than what I have posted, but it will be differentfrom other combat classes.
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