Damage vs. Attack
#1
Posté 11 décembre 2009 - 08:17
Damage: 5.2
Critical Chance: 3.90%
Armor Penetration: 5.8%
Strength Modifier: 0.85
Now, the first one has a +4 Damage enchantment, while the second has a +4 Attack enchantment. Which one would do more damage?
Also, these weapons don't actually exist as far as I'm aware. I'm just trying to figure out which boost is better.
#2
Posté 11 décembre 2009 - 08:19
#3
Posté 11 décembre 2009 - 08:21
#4
Posté 11 décembre 2009 - 08:22
#5
Posté 11 décembre 2009 - 08:22
#6
Posté 11 décembre 2009 - 08:23
#7
Posté 11 décembre 2009 - 08:26
What fries my noodle is trying to figure out the advantages and disadvantages of weapons with lower damage but higher armor penetration. There's always something else to consider in this game lol.
#8
Posté 11 décembre 2009 - 08:31
#9
Posté 11 décembre 2009 - 08:40
I may not have the numbers right yet, but I believe the chance of hitting is (54 + your attack score - opponents defense score)% chance of landing a hit. +4 attack is an extra 4% chance of hitting any monster, except for ones whos defense surpasses all your effective attacking chances.
#10
Posté 11 décembre 2009 - 08:48
#11
Posté 11 décembre 2009 - 08:49
#12
Posté 11 décembre 2009 - 09:08
Modifié par XOGHunter246, 11 décembre 2009 - 09:10 .
#13
Posté 11 décembre 2009 - 09:09
fro7k wrote...
Armour penetration is just as good as damage against any monster who's armour is equal to or exceeds your armour penetration score.
I should add that, while I don't know for sure, I'm guessing monsters scaled up a few levels will always feature a decent amount of armour, and therefore armour penetration is nearly always as good as damage. It doesn't come in high amounts anyway. If armour penetration > opponents armour, the difference is ap wasted.
#14
Posté 11 décembre 2009 - 09:09
@fro7k: As this game doesn't cap attack and defense at 100, calling them "percentages" can be confusing.
Simple version- a +4 is NOT a +4% chance to attack... the equation depends entirely on the defense of the creature you are attacking. It might be useless on a white mob but vital when attacking a rev at low levels.
#15
Posté 12 décembre 2009 - 11:28
@fro7k: As this game doesn't cap attack and defense at 100, calling them "percentages" can be confusing.
I don't see how. You can have >100% chance to hit and that's still 100%, and <=0% and it is still 0%.
Simple version- a +4 is NOT a +4% chance to attack... the equation depends entirely on the defense of the creature you are attacking. It might be useless on a white mob but vital when attacking a rev at low levels.
Yes it is, except where the +4 exceeds 100%.
Chance to attack is effective_attack_score-effective_defense_score.
An effective attack of 50 against an effective defense of 20 would be a 30% chance of hitting.
#16
Posté 12 décembre 2009 - 12:35
That it acts as a percent in most circumstances does not make it one. Why muddy the water needlessly?fro7k wrote...
Yes it is, except where the +4 exceeds 100%.
Chance to attack is effective_attack_score-effective_defense_score.
An effective attack of 50 against an effective defense of 20 would be a 30% chance of hitting.
eta: misread OP.
short answer: +damage unless you have a dire, dire lack of attack, which is very unlikely.
Modifié par Matthew Young CT, 12 décembre 2009 - 12:39 .
#17
Posté 12 décembre 2009 - 01:03
That it acts as a percent in most circumstances does not make it one. Why muddy the water needlessly?
You said it yourself, because it acts like that in most circumstances.
#18
Posté 12 décembre 2009 - 01:06
Yes. Most. Why not simply say that instead of pretending it is a percent?fro7k wrote...
That it acts as a percent in most circumstances does not make it one. Why muddy the water needlessly?
You said it yourself, because it acts like that in most circumstances.
Pop quiz: What is your chance of being hit if a critter with attack:50 attacks a character with defense:100 and displacement:20%?
#19
Posté 12 décembre 2009 - 01:58
Yes. Most. Why not simply say that instead of pretending it is a percent?
I did say there were exceptions from the very beginning, and It IS a percent even when there are exceptions. The chance of hitting your opponent exists on a continuum that can be expressed as a percentage. It goes without saying that there is no >100% chance, so if your attack score pushes past 100% chance it has no improvement. If anything using percentages is superior to any other form of expression since it contains this implicit fact.
Pop quiz: What is your chance of being hit if a critter with attack:50 attacks a character with defense:100 and displacement:20%?
Pop quiz: Try to stop nit-picking.
#20
Posté 12 décembre 2009 - 02:20
As such, an increase in +attack is as good as +% increase to hit. And unlike vast majority of games, it's actually a 1:1 ratio, so one could pretty much equate them. Just like in DnD where you can either say its a +1 to hit or a +5% increase chance to hit, you can do the same thing here by saying either you get +1 to attack or +1% increased chance to hit. To-mei-to, to-mah-to, exact same difference.
As for the discussion on hand, you won't even hit near 100% chance to hit on attack rolls in nightmare, as even ~100 attack rating still only becomes ~70% chance to hit. As such, +attack would almost never result in wasted dps; the only question to ask is if increasing chance to hit results in higher overall dps than increasing damage per hit.
In general, fast weapons gain more from +damage, while slow weapons gain more from +attack, so choose your equips accordingly.
#21
Posté 12 décembre 2009 - 02:42
DragoonKain3 wrote...
In general, fast weapons gain more from +damage, while slow weapons gain more from +attack, so choose your equips accordingly.
I agree.
#22
Posté 12 décembre 2009 - 04:06
// -------------------------------------------------------------------------
// A hit is successful if the attack rating exceeds the defense rating
// -------------------------------------------------------------------------
if (RandomFloat()*100.0f < fAttack - fDefenseRating)
Above is from the toolset wiki "Combat h.nss" script.
I don't know what the RandomFloat is supposed to accomplish, or what its limits are, however.





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