Figuring out Damage Mods?


Aggelakis

 

Posted

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


 

Posted

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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Posted

Quote:
Originally Posted by StarGeek View Post
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
ok, just a quick self-check here because the link when i saw it was very hard to read...

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 >.>


 

Posted

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


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Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

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?


 

Posted

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.


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Quote:
Originally Posted by Dispari View Post
I don't know why Dink thinks she's not as sexy as Jay was. In 5 posts she's already upstaged his entire career.

 

Posted

Quote:
Originally Posted by Aggelakis View Post
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.
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...


 

Posted

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


 

Posted

Quote:
Originally Posted by Player99 View Post
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...
CoD lists information how the game actually uses it, not how the players tend to relate information. Players might say "Blasters have a 1.125 ranged damage modifier". But the game says that the Ranged_Damage value for a level 1 Blaster is -10.250 and the Ranged_Damage value for a level 50 Blaster is -62.562 (as well as having a value for each level in between. See Attribute Modifiers for more information). The game then multiplies the appropriate modifier by the power effect's scalar (1.000 for Charged Bolts) to find the actual effect. 1 * -62.562 = -62.562 HP to the target (the game treats damage as a negative number). This matches the 62.6 unslotted damage you'll witness for Charged Bolts in Mids' or against a target without resistance.

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).


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Posted

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?


 

Posted

Quote:
Originally Posted by Player99 View Post
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?
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


 

Posted

Quote:
Originally Posted by Tylerst View Post
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
i knew, but I thought thats how they got said modifyer change :P

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?


 

Posted

Quote:
Originally Posted by Player99 View Post
in other news, that would give Nova forms an effective damage mod of 1.74, would it not?
Yes, that would be correct, just remember if you do it that way you have to add ALL damage buffs to that, including enhancements

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


 

Posted

Quote:
Originally Posted by Player99 View Post
in other news, that would give Nova forms an effective damage mod of 1.74, would it not?
Big thing to note, however. The damage bonus for being in Nova is a regular, normal, Damage buff, and is affected by the cap for damage buffs (200% 1-20, 400% 21-50 for Khelds. First 100% is base damage)

If it was a true damage mod, it would not count against the cap.


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