Fury Equation
Based on brief testing, each attack generates a 10% damage boost (5 points of Fury), while it decays by 4% (2 points) a second. So by my rough and probably technically inaccurate guesstimation, that chain would generate 20 points of Fury while during that time period you would lose 10 points.
@Demobot
Also on Steam
Note also, that the more fury you already have, either the faster it will degrade or the less your powers will increase it by (might be both or one, can't recall).
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!
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Ahh you are looking for the riddle of fury. But flesh is stronger than fury. (As long as said flesh is made out of stone, having not only a high defense but a high resistance to damage as well)
My only suggestion on how to get a good sample would be to make a custom critter with no attacks and a ton of HP. Fraps a fight with them and then you could calculate each tick of increased and decreased damage. Lots of work and Im too lazy to do it but it should work. In theroy.
Actually, if I recall correctly, the degradation is a standard amount regardless of how much Fury you're packing. The only thing that varies depending on your current Fury level is whether you get Fury from attacking: you generating 5 Fury for every attack as long as you do not have more than 70 Fury at the time of the attack. In order to gain more than 70 Fury, you're going to have to get it from being attacked.
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So, no, I know it doesn't work that way as I can attain higher than 70 fury against a pylon and there's no way that the pylon's attack rate is higher than the decay rate.
Ok, went to the Vanguard base and beat up a practice dummy.
My damage buff hit a wall at around 188%. I have 14% global damage buff.
174/2 is 87 Fury generated without any incoming attacks at all.
A single attack is adding 5 fury and it is degrading by 2 fury (+10%dambuff and - 4%dambuff) every second. I don't know how much I can trust the combat monitor, however.
An interesting point to note is that after 80% fury, decimal values start showing up in the combat monitor, where before that level, the rise and fall are in whole numbers.
Something is happening with fury that after a 80% fury, the fury degradation is ramping up, possibly on an exponential rate base on the fury value, which stops us from attaining 100% fury even when being pounded on my spawns of x8.
EDIT: Each incoming attack adds 2.5% fury (5% damage.) If there was not an increase in fury degradation at the high end of fury, I would be capped at 100% with just 5-6 incoming attacks. We know this isn't the case.
Be well, people of CoH.
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
I think the reason why, is so that we have some goal to shoot for. I did obtain 100% fury one time for a split second. I was already nearly maxed out and the aggro cap of mobs all seemed to have their attack cycle time up just right and they all hit me at once. This was on an AE all boss farm back in the day before they were nerfed. I saw my damage reach +200% and then I promptly died. Guess WP is just not built for massive spike damage.
Update: I got an answer from Castle.
Umbral did have one part of it correct: the decay is a flat 2 fury per second regardless of Fury level.
After 80 Fury, you gain less and less for incoming and outgoing attacks as Fury approaches 100.
Unfortunately, I've been unable to use the data I received to come up with an equation that would tell me exactly how much Fury a given attack chain would produce. If I can figure that out, I'll share it.
Be well, people of CoH.
Hm. If it were a simple linear falloff after 80, it would be something like:
Fury from attacking: 5 - (floor(fury-80))/4
Fury from being attacked: 2.5 - (floor(fury-80))/8
If you get up to 87 fury through that attack string alone, then at 87 the decay must exactly equal the production. That string normally produces 3.78 fury/sec, so it's producing ~52% of its usual fury at 87. Thats.... actually pretty close to what a linear falloff would give (65%). Allowing for some variation due to the discrete nature of attacking, it might actually be as simple as that.
We should do some data collection. If anyone wants to go beat up the RWZ dummies with their brute and report the attack chain used and maximum sustainable fury levels, we could test this some more.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
Do AoE attacks that hit multiple baddies generate more furry?
I'm not sure. I don't believe so but I haven't been testing that.
Be well, people of CoH.
Silly Answer: I hope to god that my AoE attacks are not increasing furries.
That's right, Deus... it's all your fault. There's a special place in Hell for you now.
Be well, people of CoH.
Unfortunately, I've been unable to use the data I received to come up with an equation that would tell me exactly how much Fury a given attack chain would produce. If I can figure that out, I'll share it.
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It should just be a simple formula, + Fury for each attack, - Fury for the time it takes.
Each attack has an animation or activation time, each which might be more or less (they aren't always in sync).
So if a given attack chain takes 10 seconds to execute, and has 5 attacks, that's 5 x 5 = 25 Fury, minus 2 x 10 seconds, 20 Fury. 25 - 20 = 5 Fury left over at the end.
How much does a chain that repeats over and over generate? 80 Fury, always, if you keep at it enough. Maybe a better measure is how long does it take an attach chain to get to 80 Fury. Like, not how fast you can go, but what's your 0 to 60 time.
Hmm, I think for the above example, which generates 5 Fury in 10 seconds, it would take 80 / 5 = 40 seconds to reach "full" Fury. Which sounds like an attack chain that needs a lot of work. Obviously, an attack chain that can get to 80 faster will have an easier time keeping it there, or exceeding 80 Fury too. So I think the measure should be:
Time to full Fury = 80 / ( # of attacks x 5 - 2 x total time)
BTW, I'm using 80 Fury because if we get less and less over 80, then obviously no build can get all the way to the top, 'cause eventually you just can't put any more Fury in. But as long as you measure all attack chains against the same number, you should be evaluating them fairly. And I'm assuming that 80 Fury = 80%. If it doesn't, just scale appropriately.
The whole point was to determine *exactly* how much fury a given attack chain will produce. EDIT: I should add... will produce while attacking a hard target such as an AV or pylon. The time to reach maximum fury for a given chain would still be useful information, regardless.
Be well, people of CoH.
I'm trying some small tests on Rikti dummies, and I'm having a hard time getting consistent and reproducible results. My number are in fact all ove the place. I get anywheres between 50% and 200% of what I "should" get. In one test, it took 14 seconds to lose 40% fury, so I don't think that 2 lost per second is accurate, or else that the server is terrible at keeping time. (Most time sharing systems are terrible time keepers, i.e., all modern mainframes and *nix based systems.)
I'm guessing server lag, network lag, and client lag are all factors in producing a pretty wide range of values.
The "exact" number should be the formula I gave you. The actual number will be whatever the server decides is fair, which could be pretty messed up if there's enough lag going on.
(Note: in the testing I've done, 1 attack = 10% bonus, and I seem to lose fury at 4% per tick. So I think 1 Fury = 2% bonus. Fits if you gain 5 fury per attack and lose 2 fury per tick. So 80 Fury = 160% bonus, which should be the most any generic Brute should be able to get easily.)
The 1 tick = 2% damage buff is accurate. And the +5 -2 values were straight from the horse's mouth as it were. It's just the after >80 Fury values I'm still after.
Be well, people of CoH.
P.S. I just noticed after typeing my post, on the CoH screen behind the browser window, "Mothership shield is down." So some of the problems I'm having might be due to a really laggy server on Champ right now.
Does anyone know how to exactly calculate the amount of fury a specific single target attack chain will achieve with no consideration of incoming attacks?
Example:
Claws chain of Followup, Slash, Focus, Strike. Including Arcanatime that chain takes 5.280 seconds.
I remember that each outgoing attack, hit or miss, generates X points of fury, but I don't remember the exact value, nor do I know how to account for the fury degradation.
Thanks.
Be well, people of CoH.