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.
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
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.
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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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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.
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.
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