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Test results: Damage & time factors on Swordsman specials
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raider7734
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Posts: 540
Registered: 06-26-2003


Server: Ahazi

14 ratings - 4.7 average


The goal of this testing was to establish what damage and time factors apply to Swordsman specials.

The first factor to look at is 'standard damage mod', a multiplier that increases the damage of all hits, autoattack and special alike. Is it really 1.86? I used a 98 max-damage heavy axe on autoattack, and found that it landed many hits for a maximum of 182-183 damage. 183 / 98 = 1.867... I took this as confirmation of the oft-reported 1.86 factor.

With the standard damage mod established, it was time to test the specials themselves with an eye to pinning down their damage multipliers. For this testing, I used the same heavy axe with max damage of 98. I used each special many times, recording the five highest hits. The calculated factors "calc xD" were obtained by averaging the test hits, then dividing out the standard damage mod, then dividing out the weapon max damage. The probable factors "probable xD" are what I conclude are actually being used by the combat engine for damage multipliers.

Next, the time factors. For this testing I used a broken 3.8s powerhammer, which let me bash away on an empty nest without doing any real damage. Each attack was spammed 100 times in a row... three times over. A powerup (mind cost + max damage) conveniently marked the 100th attack for each test.

I recorded the elapsed time in seconds for each run. The average of these, multiplied by 5 (because my two handed melee speed of +80 acted as a fivefold reduction on the base delay), divided by the weapon speed of 3.8s, then divided by 100 (100 hits), yielded the calculated factors "calc xT" in the list below. The probable factors "probable xT" are what I conclude are actually being used by the combat engine for time multipliers.

                                                calc probable                         calc probable
attack    D1    D2    D3    D4    D5    D-avg    xD     xD    T1   T2   T3   T-avg     xT     xT   D/T
------   ----- ----- ----- ----- -----  -----  ------ ------ ---- ---- ----  ------  ------ ------ ----
area1     367   366   362   364   365   364.8  2.0013  2.0   175s 175s 174s  174.67  2.2983  2.3   0.87
area2     549   551   548   549   551   549.6  3.0151  3.0   183s 182s 183s  182.67  2.4036  2.4   1.25
area3     545   548   547   545   548   546.6  2.9987  3.0   197s 198s 198s  197.67  2.6009  2.6   1.15
spin1     365   365   364   364   365   364.6  2.0002  2.0   137s 137s 137s  137.00  1.8026  1.8   1.11
spin2     549   551   549   551   547   549.4  3.0140  3.0   175s 175s 175s  175.00  2.3026  2.3   1.30
sweep1    271   272   270   275   273   272.2  1.4933  1.5   129s 129s 130s  129.33  1.7017  1.7   0.88
sweep2    364   367   362   366   363   364.4  1.9991  2.0   190s 190s 190s  190.00  2.5     2.5   0.80
hit1      366   367   367   363   365   365.6  2.0057  2.0   114s 114s 114s  114.00  1.5     1.5   1.33
hit2      543   550   550   544   545   546.4  2.9976  3.0   171s 171s 171s  171.00  2.25    2.25  1.33
hit3      727   730   728   725   729   727.8  3.9928  4.0   247s 247s 247s  247.00  3.25    3.25  1.23
mindhit1  182   180   183   180   182   181.4  0.9952  1.0   175s 175s 175s  175.00  2.3026  2.3   0.43
mindhit2  366   367   361   362   367   364.6  2.0002  2.0   190s 190s 190s  190.00  2.5     2.5   0.80
headhit1  272   271   275   274   274   273.2  1.4988  1.5   122s 122s 122s  122.00  1.6053  1.6   0.94
headhit2  457   452   455   452   456   454.4  2.4929  2.5   175s 175s 175s  175.00  2.3026  2.3   1.09
headhit3  635   635   639   643   641   638.6  3.5034  3.5   190s 190s 190s  190.00  2.5     2.5   1.40
lunge1    180   180   181   180   181   180.4  0.9897  1.0   114s 114s 114s  114.00  1.5     1.5   0.67
lunge2    183   182   180   183   180   181.6  0.9963  1.0   114s 114s 114s  114.00  1.5     1.5   0.67

The short version:

attack    xD   xT    D/T
------   ---- ----- -----
area1     2.0  2.3   0.87
area2     3.0  2.4   1.25
area3     3.0  2.6   1.15
spin1     2.0  1.8   1.11
spin2     3.0  2.3   1.30
sweep1    1.5  1.7   0.88
sweep2    2.0  2.5   0.80
hit1      2.0  1.5   1.33
hit2      3.0  2.25  1.33
hit3      4.0  3.25  1.23
mindhit1  1.0  2.3   0.43
mindhit2  2.0  2.5   0.80
headhit1  1.5  1.6   0.94
headhit2  2.5  2.3   1.09
headhit3  3.5  2.5   1.40
lunge1    1.0  1.5   0.67
lunge2    1.0  1.5   0.67

 

----------
acct. canceled 5.19.2004

04-22-2004 10:30 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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StormTrooper60666
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GJ!
 
 
 
 
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04-22-2004 10:33 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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pseudonimity
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Excellent data.  I think I'll try to find the other post that someone tested for the values on and see how they match up   Seems odd to me that lunge1 and lunge2 have the same damage multiplier.  Oh well, I don't have lunge2 anyway


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04-22-2004 11:59 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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pseudonimity
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Guess it helps if I notice you were the original poster


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04-23-2004 12:02 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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MrChow_Sai
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/sticky

 

/sticky NOW
 
hehe

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04-23-2004 01:24 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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JediQuic
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Posts: 659
Registered: 06-27-2003



Awesome!
/Vote Sticky!
 
Need to get some attention on Area 3, Sweep 2, and Hit 3....Those Damage/Time numbers need to come up over the previous skill in their respective line.
04-23-2004 02:11 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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Gimperial666
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aha! as i suspected!

Thanx dude
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04-23-2004 02:14 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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Shandale_Arlan
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2 ratings - 1.0 average


We have no 5x hit?

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04-23-2004 07:06 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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RebalMarineHunter
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Lunge 2 is a 20m KD, same damage, but a much different effect.

Joshua Theo
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04-23-2004 08:09 AM   Report Abuse to a Moderator
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MrChow_Sai
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StGabriel stickly THIS.

/vote stickly

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04-23-2004 11:41 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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novakaine
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A vote for sticky
 
Awesome testing

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04-23-2004 11:48 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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byak
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Amazing.  Very well done.
 
stickyVote++

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04-23-2004 11:59 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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veegen
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Posts: 874
Registered: 10-30-2003



Hmm, I wonder why area2 is same damage but faster than area3 ?

And maybe spin2 is the one to use, I always thought that area3 was better.

 

Thx for the info, good testing.

Vee'Gen Henkos - MBH - Ahazi

Geev' - Swordsman - Ahazi

04-24-2004 02:21 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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MasterAkujin
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this is great.


====================================================

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====================================================
04-24-2004 02:37 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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Syzygy-Gorath
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veegen wrote:

Hmm, I wonder why area2 is same damage but faster than area3 ?

And maybe spin2 is the one to use, I always thought that area3 was better.

 

Thx for the info, good testing.




Keep in mind this chart doesn't show state/posture effects of attacks. That could explain some of the discrepencies between speed/damage that would seem to make certain relationships (Area2/Area3/Spin2) not make much sense.

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04-24-2004 05:12 AM   Report Abuse to a Moderator
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MrChow_Sai
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STGabriel where r u??????? STICKY

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04-25-2004 12:24 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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StGabriel
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Can't I have a day off?

Anyway great post. Thanks for summarising this all up into one nice neat post. I like the testing procedures. Now stickied.

StGabe.

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04-25-2004 02:26 AM   Report Abuse to a Moderator
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byak
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StGabriel wrote:
Now stickied.


/cheer

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04-25-2004 08:51 AM   Report Abuse to a Moderator
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MrChow_Sai
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1 rating - 5.0 average


srry StGabriel it's fine. I thought it was there for too long. it's even gone to the next page

[MrChow Saishu[
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04-25-2004 11:43 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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LittleJediMastaT
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04-27-2004 07:45 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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Xlot
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Syzygy-Gorath wrote:


veegen wrote:

Hmm, I wonder why area2 is same damage but faster than area3 ?

And maybe spin2 is the one to use, I always thought that area3 was better.

Thx for the info, good testing.




Keep in mind this chart doesn't show state/posture effects of attacks. That could explain some of the discrepencies between speed/damage that would seem to make certain relationships (Area2/Area3/Spin2) not make much sense.





It also doesn't take account of HAM costs. If I recall correctly from my early swordsman days, the spin atacks have a higher HAM cost multiplier than the areahit attacks, so they drain your pool more per swing.

Of course, I may just be remembering it wrong. Might have to go swing a curved sword a few times unbuffed to check this.

Geno
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04-28-2004 06:19 AM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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KozakMamalyga
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Registered: 11-24-2003



You have done a great job on testing

The only thing which I feel sad about are results.

I really think that ANY master swordsman should be able to have advantages of being master.

It means that Area3 should make more damage than Area2

sweep2 more than sweep2 and lunge 2 mor than lunge1.

And side effects really don't change a lot especially in case of area attacks.

It is rarely work for high level NPCs and these are what master supposed to be able to kill.

I consider current state as disbalance and think it must be fixed.

Untill the fixes headhit3 will be the only attack used.

 

Mish (Ahazi)

04-29-2004 03:26 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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JhonBanner
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so this means at master, i will do more dmg with 2h-hit 1 than with 2h-hit 3?

Ryki

04-29-2004 04:35 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials   [ Edited ]
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KozakMamalyga
Pilot
Posts: 1953
Registered: 11-24-2003



Yes if you have no speed tapes and we are talking about Damage Over Time.

Mish

Message Edited by KozakMamalyga on 04-29-2004 04:45 PM

04-29-2004 04:44 PM   Report Abuse to a Moderator
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Re: Test results: Damage & time factors on Swordsman specials
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Sotaudi
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JhonBanner wrote:
so this means at master, i will do more dmg with 2h-hit 1 than with 2h-hit 3?


Bear in mind two things.  First, Hit3 has a chance for Dizzy.  Hit1 does not.  Second, Hit3 will average 2x the damage per hit over Hit1.  For instance, I frequently go to the Tusken Fort and wander through two-hit killing many Mobs there by doing a Lunge2 (of course Master Brawler) followed by a Hit3.  Doing that, I often watch a +8300 floaty drift over their dead bodies from the Hit3.  That same hit  from a Hit1 would produce something like +4150, often requiring a second Hit1.

Also, if you do the calculations, I think you will find that HeadHit3 has the highest DPS.  And because its hits are not being spread out between 3 pools, you are actually going to kill things faster with it.

Sotaudi Crestlighter
Master Rifleman / Master Doctor
"The Physician's Pain Reference"

Former Professions
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04-29-2004 06:10 PM   Report Abuse to a Moderator
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