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 SWTOR formula list
07-09-2012, 08:37 AM
Post: #531
 Cort Member Posts: 65 Joined: Dec 2011 Reputation: 0
RE: SWTOR formula list
But that's what it does. If you give it just two stats, it will iteratively find the point at which they are of equal value, which is of course the highest dps. If you give it 3 stats, it will do it for 3. And it won't just give you the equal points. It will give you all points within a range. So another application could well say "given these mods, what combination gives me the best dps".

I just struggle to imagine what the output of such a function would be that isn't included in the output of the reforge_plot series.
07-09-2012, 12:21 PM
Post: #532
 Kaedis Super Moderator Posts: 1,587 Joined: Sep 2011 Reputation: 7
RE: SWTOR formula list
Hmm, I've never played around with that portion of SimC, so I guess I misunderstood what you were describing. /shrug, either way.

Even Angels must kill from time to time...
07-09-2012, 07:06 PM (This post was last modified: 07-09-2012 07:09 PM by Cort.)
Post: #533
 Cort Member Posts: 65 Joined: Dec 2011 Reputation: 0
RE: SWTOR formula list
well and truly off topic now, but here's a sample of the output:

#Mercenary_Arsenal Reforge Plot Results:
#crit_rating, power, surge_rating, DPS
-150.000000, 0.000000, 150.000000, 1552.334283,
-150.000000, 10.000000, 140.000000, 1554.564601,
-150.000000, 20.000000, 130.000000, 1552.601335,
-150.000000, 30.000000, 120.000000, 1556.605350,
-150.000000, 40.000000, 110.000000, 1559.292025,

on and on it goes for each iteration within the range requested. If you want to know the balance point of crit and surge, you take all the entries for which power is 0, and the one with the highest DPS will spell out how they should be modified to achieve balance. Or better still run it with just crit/surge to get only two sets. That one will be graphed in the sim by default too. In swtor it's just a curved line, and you want to aim for the peak.

The 3stat output can be piped into a graph generator (i use gnuplot) and it shows you a sweet spot for the stats. Due to DR the graph basically looks like a circle with a hot-spot.
07-13-2012, 07:40 PM (This post was last modified: 07-13-2012 08:16 PM by Keetsune.)
Post: #534
 Keetsune Junior Member Posts: 19 Joined: Feb 2012 Reputation: 1
RE: SWTOR formula list
(10-31-2011 04:47 PM)Freehugs Wrote:  AmountModifierPercent is the weapon damage modifier for min and max values and all ranks of the ability
Coefficient is the force/tech/melee/ranged damage bonus modifier for min and max values and all ranks of the ability

Where i can find AmountModifierPercent & Coefficient list for each skill??

I'm rly confused how damages for skills is calculated "Deadly Saber" in example:

Naked:

One saber:

Two sabers:

It's not a constant "Modifier" for skill, seems some kind of diminishing exist for it. What u think about it?
07-13-2012, 09:36 PM (This post was last modified: 07-13-2012 09:57 PM by Keetsune.)
Post: #535
 Keetsune Junior Member Posts: 19 Joined: Feb 2012 Reputation: 1
RE: SWTOR formula list
Did some research by myself and seems formula for Deadly Saber looks like that:

DS_Damage=(rank1)180*(rankMod)0,613+ ForceBonusDamage*(damageMod)0,691

Aslo did research for Rupture Bleed damage:

RuB_Damage=(rank5)305*(rankMod)0,73+ ForceBonusDamage*(damageMod)1,38
07-14-2012, 02:18 AM (This post was last modified: 07-14-2012 02:21 AM by Kaedis.)
Post: #536
 Kaedis Super Moderator Posts: 1,587 Joined: Sep 2011 Reputation: 7
RE: SWTOR formula list
The Coefficient, AmountModifier (only exists for weapon attacks), and StandardHealthMin/Max can be found either through our Nodeviewer application, or by looking up the ability on TORhead and clicking the green plus icon ("Effect Details") under the "Ability Details" table. For example, Deadly Saber lists:

SpellDamage: SpellType=>Force, StandardHealthPercentMin=>0.02, Slot=>None, Coefficient=>0.2, StandardHealthPercentMax=>0.02, AmountModifierPercent=>0.01, DamageType=>Internal

It is a Force effect, so the AmountModifierPercent is ignored (it's always 0.01 for Force effects, but it does nothing unless it's a Weapon effect). The StandardHealthMin and Max are both 0.02. Multiply this by the level-based constant StandardHealth, which for level 50 is 1610, to find the base damage. Now multiply your Force Bonus Damage (or Melee Bonus Damage, if it were a Melee attack) by the Coefficient, and add it to that base damage to find the damage. For DoT effects, this is damage per tick (and Deadly Saber ticks 3 times).

For example, in your naked shot, you have 81.6 Bonus Damage. 1610 * 0.02 + 81.6 * 0.2 = 32.2 + 16.32 = 48.52. Total damage = 48.52 * 3 ticks = 145.56. This is further increased by 15% due to Hemorrhage, 145.56 * 1.15 = 167.394 = 167 (tooltips round to the nearest integer).

In your single-saber shot, you have 287.0 Bonus Damage. (1610 * 0.02 + 287.0 * 0.2) * 3 * 1.15 = 89.6 * 3 * 1.15 = 309.12 = 309.

Double-saber, 489.5 Bonus. (1610 * 0.02 + 489.5 * 0.2) * 3 * 1.15 = 130.1 * 3 * 1.15 = 448.845 = 449.

Final Shot, 533.3. (1610 * 0.02 + 533.3 * 0.2) * 3 * 1.15 = 138.86 * 3 * 1.15 = 479.067 = 479.

All of them agree perfectly with established formulae.

Moderator Hat: Incidentally, 4 lines below those that you quoted explains where you can find these values, and reading the OP a bit more carefully and following those links would have saved both you and I a lot of time. We have a policy here of "do your research". Here's your warning.

Even Angels must kill from time to time...
07-14-2012, 03:42 AM (This post was last modified: 07-14-2012 03:44 AM by Keetsune.)
Post: #537
 Keetsune Junior Member Posts: 19 Joined: Feb 2012 Reputation: 1
RE: SWTOR formula list
"StandardHealth Lookup Table
Level in this table is the level the ability
is trainable, not the level of the player"

That is ur words, and now with DS example u say that this skill have player lvl. I'm a bit confused. Does that mean that if ability dont have a rank then that ability StandardHealth = player LVL? Any way Dealy Saber is trainable at 20 lvl, why it's StandardHealth 50?
07-14-2012, 07:51 AM
Post: #538
 Kaedis Super Moderator Posts: 1,587 Joined: Sep 2011 Reputation: 7
RE: SWTOR formula list
Quote:"StandardHealth Lookup Table
Level in this table is the level the ability
is trainable, not the level of the player"

That is ur words, and now with DS example u say that this skill have player lvl. I'm a bit confused. Does that mean that if ability dont have a rank then that ability StandardHealth = player LVL? Any way Dealy Saber is trainable at 20 lvl, why it's StandardHealth 50?

Skill-based abilities work differently, since they don't have ranks. For normal abilities, the "level" is the level at which the most recent rank was trainable. For abilities acquired via skill points, the "level" is in fact the level of the player.

However, initially (and possibly still to this day, I don't remember seeing it in the patch notes), the tooltip damage is displaying using the level the skill is first possibly to acquire (20 for DS). The actual damage done uses the level value for the character's current level (so 1610 at level 50), but the tooltips incorrectly report that damage.

Even Angels must kill from time to time...
07-14-2012, 02:56 PM (This post was last modified: 07-14-2012 08:11 PM by Keetsune.)
Post: #539
 Keetsune Junior Member Posts: 19 Joined: Feb 2012 Reputation: 1
RE: SWTOR formula list
Now i'm stucked at common Assault, coz i confused about Effect Details. On practice it have 3 strikes but:

1) It's also have 50 StandartHealt?
2) This skill have five WeaponDamage actions. Why? UPD: it have three hits(four with offhand), and two of them counts as one. So it's only two WeaponDamage block, and still confused why here 3 more blocks?
3) What is FlurryBlowsMax/Min? UPD: Seems is only about animation same hit can be animated as one or two different with same damage summary.
4) What is AmountModifierFixedMax/Min?
5) What is IgnoreDualWieldModifier? UPD: Seems it's only applicable for MainHand weapon calculation to separate it with offhand.
6) What is IsSpecialAbility?
7) It have no StandardHealthPercentMin/Max, does that mean that this skill not using StandardHealth in damage calcualting? Or if in WeaponDamage action of ability one of the three DamageMods from main damage formula is absent then they have default values? In example in Annihilate "effect details" also both Coefficient & StandardHealthPercentMin/Max is absent.

And also about Ravege, it have 3 hits while chaneling. But in "Effect details" only two WeaponDamage blocks. I tried to multiply first block by 2 but in result i geting to high damage. If i calculate only with two blocks it's to low damage. Here condition:

One handed saber: Min 324 - Max 486
Bonus Damage: 672
StandartHealt: 1610
Ravager 2 skilll points: 8% to Ravage Damage.
Tooltips damage: 4723-5208 -> Average 4965,5
My calculated damage: 6297-6944 -> Average 6620,5

Practice on "Operations Training Target"(35% armor -> No armor):

1st hit: 1115 -> 1715
2nd hit: 1108 -> 1705
3rd hit: 2247 -> 3457

1715+1705+3457=6840 damage that is a way more than Tooltips average damage, and almost acurate to my calculated damage. That mean Tooltips damage of ravage is wrong? UPD: Did more test with ravage and have coclusion that Tooltip of Ravage show wrong damage number, in fact ravage damage ~37% more than tooltip says. And formula that i use to calculate ravage damage is correct in both condition : with & without offhand.

07-14-2012, 09:04 PM (This post was last modified: 07-14-2012 09:12 PM by Keetsune.)
Post: #540
 Keetsune Junior Member Posts: 19 Joined: Feb 2012 Reputation: 1
RE: SWTOR formula list
Okay, got exact formulas for each skill that i'm interested in, except:

1) Annihilate
2) Rupture(weapon damage)
3) Gore

Each of them on torhead.com have only offhand damage calculation and no mainhand:

Annihilate:
Code:
`1    1    action    WeaponDamage: Slots=>[ SecondaryMelee ], FlurryBlowsMax=>1, AmountModifierPercent=>0.9, FlurryBlowsMin=>1, IsSpecialAbility=>1`

Rupture:
Code:
`1    1    action    WeaponDamage: Slots=>[ SecondaryMelee ], FlurryBlowsMax=>1, AmountModifierPercent=>-0.6, FlurryBlowsMin=>1, IsSpecialAbility=>1`

Gore:
Code:
`1    1    action    WeaponDamage: Slots=>[ SecondaryMelee ], FlurryBlowsMax=>1, AmountModifierPercent=>-0.43, FlurryBlowsMin=>1, IsSpecialAbility=>1`
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