Figuring out Damage Mods?
If I understand you correctly, then yes, I think you're doing it right.
For a full, complex read (lots of math), see iakona's Power Data Standardization v2.0 (Issue 7) thread. Though there is a problem with the formatting there due to forum change
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If I understand you correctly, then yes, I think you're doing it right.
For a full, complex read (lots of math), see iakona's Power Data Standardization v2.0 (Issue 7) thread. Though there is a problem with the formatting there due to forum change |
blaster damage mod = 1.125
charged bolts damage mod = 1
1.125 x 1 = 112.5 damage.
but wait, according to mid's: base damage of CB is 62.6
3 slotted with damage so's, it goes to 122 damage...
I am definatley missing something in the equation >.>
Uhhh... not quite.
Damage mod (damage scale, damage scalar) is comparing damage from archetype to archetype. A blaster does 1.125 of "base damage"... a defender does .65. For example purposes, we'll use 50 damage as base. A blaster's attack will do 50*1.125=56.25 damage. A defender's will do 50*.65=32.5 damage. Getcha?
Adding SOs multiplies archetype-specific damage amount times the percentage. A white SO is worth 33%, so a 50 pt attack will do 50*1.33=66.5. Factoring in ED when you get up to ED-level thresholds.
http://paragonwiki.com/wiki/Damage_Scale
http://paragonwiki.com/wiki/Enhancement_Diversification
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
cool beans, but then how do I factor the damage scale posted by City of Data in regards to their #'s?
for my example with CB: Red Tomax lists's it's damage scale as "1", and LB as "1.64"
this would essentially make the damage for about 75% of tier 1/2's for blasters: 112.5 and 184.5...
so the question is, where can i find the base data for the damages powers should do, and not their scale?
Ignore that.
Click through to the detailed stats for the power, it'll show the base damage for that archetype at level 50. Example, Cosmic Burst (Defender) does 76.3 Energy damage at level 50.
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
Ignore that.
Click through to the detailed stats for the power, it'll show the base damage for that archetype at level 50. Example, Cosmic Burst (Defender) does 76.3 Energy damage at level 50. |
im trying to figure out the exact formula, so i could plug in essentially whatever damage mod I feel, and find out what kinda damage one would pump out of an attack.
CoD only gives me the damage scales for each, but not how to connect them...
I'll answer since I think I know what you're going for:
Short Version:
Game method: AT damage mod x power damage scale = base damage
or
Scale method: (55.6102 x power damage scale) x AT damage scale = base damage
Long Version:
Here's how it works: I'll use Charged Bolts and Lightning Bolt as an example
Game Method
The game relys on 2 things to calculate damage, AT damage mod and power damage scale(for base damage that is)
At level 50, the Ranged Damage Mod for Blaster's is 62.562
and Defender's is 36.147
Charged Bolts is a scale 1.0 damage scale
Lightning Bolt is a 1.64 damage scale
To calculate the damage you simply multiply the AT mod by the scale,
Obviously since Charged Bolts is scale 1, the damage is the same as the mod
for Lightning Bolt
1.64 x 62.562 = ~102.6
1.64 x 36.147 = ~59.28
Thats how the game does it.
Scale Method
I you want to use the damage scale chart on paragonwiki you need 2 bits of information: the scale damage of a power or the damage of a power and the damage scale of the AT(as presented by the PW chart)
You also need to memorize this one thing: a scale 1 attack at 1.0 damage mod does 55.6102(rounded to 55.61 for the following) damage at 50
Charged bolts is a 1.0 scale attack therefore at level 50 it does 55.61 damage
but then the damage scales come in:
Blaster = 55.61 x 1.125 = ~62.562
Defender = 55.61 x 0.65 = ~36.147
Lightning Bolt is a 1.64 scale attack therefore at 50 it does ~91.2(55.61 x 1.64) damage
Blaster = 91.2 x 1.125 = 102.6
Defender = 91.2 x 0.65 = 59.28
Thats about it,
Melee is the same but with the Melee Damage table obviously
Actually, this is the same way you do ANYTHING in the game not just damage.
Of course after finding this, then you need to account for enhancements and buffs if you want to find the total damage, this is just to find the base.
If you don't know how THAT works I can explain that too if you like.
EDIT: corrected a bunch of typos
right, but I should have been more clear...
im trying to figure out the exact formula, so i could plug in essentially whatever damage mod I feel, and find out what kinda damage one would pump out of an attack. CoD only gives me the damage scales for each, but not how to connect them... |
The damage modifiers that players talk about just take those actual modifiers used by the game, and normalizes them so that one AT (or multiple, if several have the same value) has a modifier of 1.0. Of course, then the devs went and changed the modifiers for some ATs which threw the normalization a little bit out of whack; the common parlance values for the modifiers were changed to reflect the changes, rather than to reflect the normalization of the actual mechanic.
IIRC, ranged damage used to be normalized to the Blaster values, so that the Blaster's ranged damage was 1.0. Then they buffed Blaster damage, but players didn't want to reset all of their common knowledge damage mods. If you consider Blaster ranged damage to be 1.125 (when the game says it's 62.562), then the ATs with a ranged damage scale of 1.000 are the VEATs (at level 50. At level 1, there is no AT with a normalized ranged damage mod of 1.0 when you treat Blasters as being 1.125, as by that metric VEATs have a 0.911 modifier and Corruptors would have a 0.959 modifier).
http://www.fimfiction.net/story/36641/My-Little-Exalt
ok, so with my new info, im gonna do some math out loud...
55.61 = scale 1 damage attack
55.61 x 1.2 (squid mod) = 66.73 ( 62.56/100 = .6256...66.73/.6256 = 106.7)
Weird, at a basic level, the highest damage mod in the game only does about 6.7% better than the blaster level.
and this would be correct, no?
ok, so with my new info, im gonna do some math out loud...
55.61 = scale 1 damage attack 55.61 x 1.2 (squid mod) = 66.73 ( 62.56/100 = .6256...66.73/.6256 = 106.7) Weird, at a basic level, the highest damage mod in the game only does about 6.7% better than the blaster level. and this would be correct, no? |
Side note about it only being 6.7% better, keep in mind that the nova forms also have a constant 45% damage buff on top of that
Correct ~66.73 is the squid's level 50 damage mod, as listed by the Ranged SS Damage(Ranged ShapeShift) table
Side note about it only being 6.7% better, keep in mind that the nova forms also have a constant 45% damage buff on top of that |
taking that into account:
55.61 x 1.2 (squid mod) = 66.73 x 1.45 = 96.76 (62.56/100 = .6256...96.76/.6256 = 154.7)
so yeah, with the damage buff it is a much bigger gap...
at least blasters have more attacks and defiance, etc...
EDIT:
in other news, that would give Nova forms an effective damage mod of 1.74, would it not?
in other news, that would give Nova forms an effective damage mod of 1.74, would it not?
|
Example:
The game calculation, adding damage buffs after finding base damage
You slot Nova form's Single Target Bolt(Gleaming for PB, Dark for WS) which has a 0.6 damage scale, with 3 damage SOs(~95% damage enhancement)
(55.61 x 1.2) x 0.6 = 40.0392 base damage
40.0392 x 2.4 = ~96.1 total damage ///////2.4 from adding 95% damage enhancements and 45% damage buff on top of 1.0 base damage multiplier
Scale calculation, adding damage buffs to the damage mod
Now...let's say instead you instead want to add to the damage mod first:
It would be (55.61 x 2.88) x 0.6 = ~96.1 total damage//////1.2 x 2.4 = 2.88
...or 55.61 x (2.88 x 0.6)
....or (55.61 x 0.6) x 2.88...you get the idea
Just remember that you have to add up ALL damage buffs before you do this or it will be incorrect at the end
ie..if you tried to do (55.61 x 1.74 x 1.95) x 0.6
Also, the Kheldian damage cap is 400%, so at max you would have 4.8 damage mod
in other news, that would give Nova forms an effective damage mod of 1.74, would it not?
|
If it was a true damage mod, it would not count against the cap.
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kind of a simple question, that i got really no helpful hits from search on:
How do you factor in damage mods when it comes to determining the damage a power will do?
for example: Defender vs corruptor Charged bolts:
.65 x (lets say 1.0 for CB here) = 65 damage for the def?
.75 x 1.0 = 75 damage for the corr?
I am most likely doing it drastically wrong