Power Data Standardization/Brawl Index Replacement


Arcanaville

 

Posted

[ QUOTE ]
Here's the data for player To-Hit and Defense Caps by level. Note that base ToHit is 0.75, so the maximum additional ToHit a player can have is 1.0, or 100%. This includes any ToHit debuffs that are on the player. For a complete and thorough guide to ToHit and Defense, see Arcana's Guide to Defense v1.3.

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I made an error in my statement here about the maximum additional ToHit a player can have. I was looking at the wrong table when I typed that. It is actually a maximum of 125% at level 50, not the 100% that I stated.


 

Posted

[ QUOTE ]

Here's the data for player To-Hit and Defense Caps by level.


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Excellent work on accumulating all of this data, btw. I'm curious, though, as to where you got this data specifically. It appears to contradict statements made by Statesman on the number of lucks required to hit the defense cap, relative to the number of sturdies required to hit the resistance cap.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

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Posted

[ QUOTE ]
[ QUOTE ]

Here's the data for player To-Hit and Defense Caps by level.


[/ QUOTE ]

Excellent work on accumulating all of this data, btw. I'm curious, though, as to where you got this data specifically. It appears to contradict statements made by Statesman on the number of lucks required to hit the defense cap, relative to the number of sturdies required to hit the resistance cap.

[/ QUOTE ]
Yes, this was an oversight on my part. I only looked up the values for the blaster caps, thinking they were the same across all ATs. Looking back on the tables now, I see a variation between the ATs, with the level 50 Tanker defense cap at 2.25. I'll post the full tables for each AT shortly.


 

Posted

Here's the missing Defense Cap charts. Thank you Arcanaville for pointing it out, as I never would've noticed it on my own. Any ATs not listed here use the chart previously listed in this thread. <font class="small">Code:[/color]<hr /><pre> Defense Caps
Level Scrap/Stalk/Kheld Tank/Brute
1 0.9776 1.0043
2 1.0222 1.0516
3 1.0685 1.102
4 1.115 1.1529
5 1.1618 1.2043
6 1.2105 1.2595
7 1.263 1.3223
8 1.3162 1.3863
9 1.3699 1.4515
10 1.4243 1.5179
11 1.4793 1.5855
12 1.5348 1.6543
13 1.591 1.7243
14 1.6478 1.7955
15 1.7053 1.8679
16 1.7633 1.9415
17 1.8219 2.0163
18 1.8812 2.0923
19 1.941 2.1695
20 2.0015 2.2479
21 2.0038 2.2505
22 2.0038 2.2505
23 2.0038 2.2505
24 2.0038 2.2505
25 2.0038 2.2505
26 2.0038 2.2505
27 2.0038 2.2505
28 2.0038 2.2505
29 2.0038 2.2505
30 2.0038 2.2505
31 2.0038 2.2505
32 2.0038 2.2505
33 2.0038 2.2505
34 2.0038 2.2505
35 2.0038 2.2505
36 2.0038 2.2505
37 2.0038 2.2505
38 2.0038 2.2505
39 2.0038 2.2505
40 2.0038 2.2505
41 2.0038 2.2505
42 2.0038 2.2505
43 2.0038 2.2505
44 2.0038 2.2505
45 2.0038 2.2505
46 2.0038 2.2505
47 2.0038 2.2505
48 2.0038 2.2505
49 2.0038 2.2505
50 2.0038 2.2505 </pre><hr />


 

Posted

Man, for people like me, this thread is pure gold.

Thanks for the work, and please keep it up!


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

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and frying my brain staring at spreadsheets to try to come up with a simpler method of knowing how much damage a power will do (which, coincidentally, is the same method that the game engine uses to calculate the actual damage values).

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This SO explains the lag.


 

Posted

Don't know if you want Damage Scales posted here or not Iakona, but I copied to test, pulled my DMG enhancements and figured out my Damage Scales for Mind/Psi (at least for the powers I actually have so far, no respec trial yet ).

<font class="small">Code:[/color]<hr /><pre>Power Damage Scale Normalized
Brawl 0.36 M 0.252
Dominate 1.00 R 0.650
Levitate 1.32 R 0.858
Mesmerize 1.00 R 0.650
Mind Probe 1.64 M 1.148
Psionic Dart 0.60 R 0.390
Psychic Scream 1.04 R 0.676
</pre><hr />
In the damage scale column, M = Melee Damage Table, R = Ranged Damage Table (it matters for Dominators). The Normalized column is for comparing powers across ATs. Basically it is the Damage Scale the power would need to have for a Blaster to do the same damage I do. So if I have a power that is Normalized to 1.00 and another AT has a power that is Normalized to 2.00, then his power does twice the damage of mine. For a Blaster, Damage Scale and Normalized are always the same value.

I made the Melee/Ranged Damage Table call based on the math. Psychic Scream for example had no x.xx Damage Scale that gave close to the damage I was seeing using the Melee Table. On the Ranged Table however, I could get within 1/100th of a point.

Just in case, I've included my raw data. Even con Scrapeyard Enraged Miner with no DMG enhancements:

<font class="small">Code:[/color]<hr /><pre>Power Damage
Brawl 8.34
Dominate 21.52
Levitate 28.42
Mesmerize 21.52
Mind Probe 38.02
Psionic Dart 12.91
Psychic Scream 22.39
</pre><hr />
Edit: Oh yeah, I was level 24 at the time of the test.


 

Posted

Thanks Scarlet, nice work there.

We can use this thread to list the Scale values that have been tested and verified using the Scale system (not just taking the old brawl index numbers and calculating what they should be, as anyone can do that). So if you have found a Scalar value for any power, list it here. This includes damage, resistance, defense, buffs/debuffs...basically, anything that has a Mod Table listed in this guide. Once we have all these scalars compiled, we can organize it into one coherent and easy-to-understand guide.


 

Posted

I have some potentially great news: I seem to have found the attribute that flags powers as melee or ranged. I did some quick calculations, and it appears to work out in every instance I've found so far. I'll post a list of every power's melee/ranged status as soon as I get it compiled; should be done sometime today.


EDIT: I need to do some more verification before I post this info, so I'll hopefully have it out by early next week.


 

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Iakona, have you considered starting a Sourceforge project for PDS and simply uploading all the data you have?


 

Posted

&lt;. .&gt; &lt;dazed and confused look&gt;

To avoid looking stupid; I'm going to /nod and agree with everything said before me. Hurray for the OP! (I have no idea what's going on &lt;;.;&gt; Help!)


 

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Iakona, have you considered starting a Sourceforge project for PDS and simply uploading all the data you have?

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I'm considering a variety of options for posting the raw data to the web, and haven't made any firm decisions yet; any suggestions are welcome. Also, anyone who would like to put the information I've posted in this thread on their own website is free to do so, provided you cite this thread as the source.

The main issue right now is that the raw data I have is not particularly easy to share with other users. It's in an archive format that I can easily access and look up data, but copying large amounts of that data becomes rather cumbersome. I'm working to streamline the information into a format that will be easy for outside users to access and understand, but I have no timeline for how long that may take.


 

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&lt;. .&gt; &lt;dazed and confused look&gt;

To avoid looking stupid; I'm going to /nod and agree with everything said before me. Hurray for the OP! (I have no idea what's going on &lt;;.;&gt; Help!)

[/ QUOTE ]

No worries, this thread is mainly aimed at the math geeks like myself.

For those of you who have no clue what's going on in this thread, the easiest thing to do will probably be to wait until someone can convert all the nerd-speak into simple, easy-to-understand language, which I'm sure will happen eventually.


 

Posted

Ok, it looks like the next step is to have everyone go out there and find the scalars for their attacks. To that end, I have tossed together a quick spreadsheet to automate the calculation of that. You can download the most recent copy here. I entered the default values for a lvl 31 scrappers brawl calculations from before.

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Brawl is a melee attack, so it uses the level 31 Scrapper Melee Table value of -46.72 * .36 = 16.82

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For now, i don't know if iankona wants us to spam the numbers here, but we can use this for now, until he decides what he wants to do.


 

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Thanks, DrObvious; it's probably a good idea to have a separate thread dedicated entirely to the scalar values, for easier reference.


 

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Np Please note that this sheed doesn't yet take into account damage enhancers. If someone has an easy way to put that in there, or wants to update the sheet themselfs, that'd be great


 

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For anyone who is interested, I have completed a .PDF version of all the Tanker Primary and Secondary powerset data that I have. If you would like a copy of this, send me a PM with your email address. Also, if anyone would like to host these files on their own webspace, please feel free to do so, and list the link here, so that everyone can access them.


 

Posted

Already posted the data here. Feel free to go and edit and update.

I strongly encourage you to put whatever data you might have into it for community access.


Gandhi 2 - Inf - lvl 50 AR/Dev Bla, Gazebo - Virt - lvl 50 Ice/SS Tank, Ms. Summers - Champ - lvl 50 MA/Inv Scr, Rachel Rosen - Lib - lvl 50 Ice/Emp Ctrl
Kiaransalee - Virt - lvl 50 Nec/Pois Mmd, Tierna - Vic - lvl 50 SS/Stone Bru
(and many <50s)

 

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For everyone who has an interest in having power data available while in-game, there is a solution coming Soon(TM). I'm currently in talks with vidiotmaps.com to continue their award-winning tradition of giving the players what they want. I'm hoping for a rough beta version of this "solution" to be live sometime around this weekend, so keep an eye on this thread for updates.

For those of you who want the data available in an out-of-game format, I'm still working on that, too.


 

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Would it be too cliche to say you're my hero Iakona? And does it matter that I'm a villain?


 

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For everyone who has an interest in having power data available while in-game, there is a solution coming Soon(TM). I'm currently in talks with vidiotmaps.com to continue their award-winning tradition of giving the players what they want. I'm hoping for a rough beta version of this "solution" to be live sometime around this weekend, so keep an eye on this thread for updates.


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My god man! This is what is needed to move the mountain that blocks the players from well informed power choices in the game! I think vidotmaps and the store location layers they had was the only reason the devs broke down and put it in the game. Enough people with a "hacked" client that doesnt cheat shows the devs, hey this is a feature we want. Stop nerfing the powers and get on it already.

My only hope is that the in-game change cause a large enough support nightmare that forces the devs to take notice (Like the patcher breaks and thousands of people cant update the game because of this). But if that doesnt happen I will settle for good info from an external source

From a user standpoint this is what I need power data for:
I need to know what is the most effiecient slotting at my level with all my powers to kill mobs. For this I need info like:
An average equal level minion hp's.
The base damage of an attack done to an even level non resist mob.
The base accuracy of an attack done to an even level non +def mob.
The base endurance each attack uses.
The base duration and mag of every secondary effect.
The base duration and mag of every primary effect.
The base range of the attack.
The AOE size of an attack.

Why do I need these numbers..
1 I want to know how many of my attacks will be needed to kill a single mob.
2 I want to know how much endurance it will cost to do 1.
3 With 1 and 2 I can plan how many enchancments each attack needs to decrease number of attacks and endurance.
4 I want to know how long I can "mezz" a foe so I can know how many kills I can get from my attacks before the mezz wears off.
5 I want to know how much defense I have so I can figure out how long I have for 3 and 4.

In short I need to manage all my powers so I can manage my endurance and life. Slots, endurance and health are in short supply, and without the information to help predict how each is impacted during a battle I can't make an informed choice when I level up or slot powers with enhancements.

Maybe for my build 2 end in a power is a much better choice than 2 damage... With the right numbers I should be able to predict that. The game is way to chaotic to evaluate your perfomance in a team, and the game is to simple while solo.

Well I guess I cluttered your wonderful thread enough with my ramblings. So I guess it boils down to:

THANK YOU! I cant wait to see what you are working on in game. (I know what I want is a bit outside what is possible, but one can dream right?)


Bots/Traps Guide for I19.5
RO Network

 

Posted

[ QUOTE ]
From a user standpoint this is what I need power data for:
I need to know what is the most effiecient slotting at my level with all my powers to kill mobs. For this I need info like:
An average equal level minion hp's.
The base damage of an attack done to an even level non resist mob.
The base accuracy of an attack done to an even level non +def mob.
The base endurance each attack uses.
The base duration and mag of every secondary effect.
The base duration and mag of every primary effect.
The base range of the attack.
The AOE size of an attack.

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The information I can personally verify and make available: Click/Auto/Toggle, BaseAccuracy, Cone/AoE/Location(pet), MaxTargets, Radius, ConeAngle, Range, SecondaryRange (for powers like Recall Friend, with 2 range checks), ActivationTime, RechargeTime, TimePerTick, EndCostPerTick (includes endcost for click powers; click = one tick), Target Required to activate the power, Target Affected by the power, Enhancements allowed.

Information that I'd like to make available, but can only come from testing and/or dev comments: Scale/Magnitude/Duration values for all attributes (damage, buffs, debuffs, heals, mezzes, etc.). See this thread to help me gather this information.

The information I'll be making available for use while in-game will correspond to the tables I've posted in this thread. Due to technical limitations, you'll need to refer to these tables to find your actual in-game numbers for the given Scale values. The numbers you'll be able to access while in-game will be all the attributes from the first category of information I listed in this post, plus the tested Scale values, so you can compare the relative effectiveness of available powers.


 

Posted

Am I insane, or does this chart say that (and those brawl numbers confirm that) Corruptors have a higher base melee damage than Dominators?

Corruptors, who have no melee attacks aside from Brawl in any of their sets, and Dominators who hang a signifigant anount of their damage on their melee attack powers?

Is that absolutely insane to anyone else?


 

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It's because a corrupter's primary function is damage, whereas a dominator's primary function is control. It is just like the difference between blasters and defenders or scrappers and tankers.


 

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Am I insane, or does this chart say that (and those brawl numbers confirm that) Corruptors have a higher base melee damage than Dominators?

Corruptors, who have no melee attacks aside from Brawl in any of their sets, and Dominators who hang a signifigant anount of their damage on their melee attack powers?

Is that absolutely insane to anyone else?

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As Dwimble points out, it's because a Dominators' role isn't to do damage. It's to hold things.

That they have a major portion of damage in melee (not true of all sets, by the way) is, IMO, fairly meaningless for Dominators. Why? Because you are usually punching something that can't fight back. If it can still fight back, I hold it some more, then punch it.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA