Large change to melee damage going in...

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Apuclevercow
Posts: 1349

Re: Large change to melee damage going in...

Post by Apuclevercow »

Paniz calculation is to exclude the preceding stats, which makes it wrong. Like I said, it's logical but those are not Blizzard calculations for the Attack table.
@Schaka the WoWWiki text is just the blue post in other words and the blue post suggests that all the stats from the attack table are calculated based on 100% of the hits and then it includes (cf blue post) miss, dodge, parry, etc until getting the 100% (no ordinary hit) or less, for the calculation of ordinary hits.

Here I simplify Paniz calculations, which are excluding (at the contrary of the blue post) whatever precedes a stat from the attack table:

Code: Select all

Miss: Miss
Dodge: Dodge*(1-Miss)
Parry: Parry*(1-Miss-Dodge)
Block: Block*(1-Miss-Dodge-Parry)
Crit: Crit*(1-Miss-Dodge-Parry-Block)
While always checking if the formula between brackets is > 0, else it's 0% and it ends here.
ah
Paniz
Posts: 177

Re: Large change to melee damage going in...

Post by Paniz »

@Apuclevercow
not merely 4.5% of those melee attacks that didn't miss you.

you should read this part as "not only 4.5% of those melee attacks that didn't miss you (but absolutely all attacks, non-successful also)". additive percentages means that you exclude misses from your dodges and your crits exclude misses and dodges. 5%*1 for crit doesn't include misses in any way, you exclude all misses from your crits if you simply add those percentages. i just think tables on wowwiki might be wrong (not the precedence of combat actions but their calculations) so i did math only based on blue post. i really can't understand why am i wrong at reading blue post if the way you describe how it should works is simply exclude all misses from your crits while bluepost says opposite.

but it's not the main issue right now, right now i want to see this system fixed based on any of those two models (on additive or on the one i did, it's not the main right now) coz the way it implemented right now is much much worse than it was :)
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Apuclevercow
Posts: 1349

Re: Large change to melee damage going in...

Post by Apuclevercow »

@Paniz When I say it includes miss, dodge, parry, ... I mean it's calculated based on all the hits, even those that were missed, dodged and parried

Blue post is if you have a 5% crit rate, that 5% chance includes misses.
> Not merely those that weren't missed
> Based on 100% of the hits (missed ones and non-missed ones)
> 30% crit is still 30% crit
ah
Paniz
Posts: 177

Re: Large change to melee damage going in...

Post by Paniz »

oh well, probably i won't understand this part ever :D but whatevs, additive system is fine too, if everyone agreed with it - i won't insist on my math :D
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Apuclevercow
Posts: 1349

Re: Large change to melee damage going in...

Post by Apuclevercow »

^ This calculation is logical but the one Cola brought (additive) seems to be the one to use.

@Cola However, neither of them are currently applied and for now our stats are just overlapping amongst themselves.
ah
Mullahz
Posts: 1

Re: Large change to melee damage going in...

Post by Mullahz »

I've done a lot of testing and also reported this issue to a GM, but I might aswell post here aswell.

Lately, my rogue's damage seems VERY low. I get almost no crits, so I went ahead and tested on a dummy.

While dual wielding, with 38% crit, I get a constant 18-20% crit chance with auto attacks. That just doesn't make sense no matter how you put it, even with 19% miss chance I should be getting atleast 28-29% crit chance. That doesn't even take into account the Mongoose procs that are almost permanently on you bumping you up to like 43% crit

The funny thing is, when I take off my offhand weapon, the crit chance of auto attacks magically rises back to 40-45% actually hehe. I actually do the same DPS with and without offhand, how does that make sense?

http://imgur.com/a/8QnDP
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Grael
Game Master
Game Master
Posts: 127

Re: Large change to melee damage going in...

Post by Grael »

Thank you @Mullahz for drawing attention to this issue.
Apuclevercow and I did a quick in-game test to check crit chance after the fix and it's really off. Screenshots:
http://imgur.com/a/OqIqJ

Gentlecow's dodge chance - 45%
Rogue's crit chance - 32% (without mongoose)
Number of crits - 0

Please do not look at the number of poisons procs, those were removed early during the test.
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