They aren't. That's what you don't get, thus crashing your whole model, and causing it to fall apart. You need to build again from scratch.
That's why I am asking for an example where, because I am strictly following the formula you linked.
final_damage = (base_damage * rand(0.95 to 1.05) - armor * (1 - armor_penetration))
* (ability_multiplier)
* (1 + critical_damage_bonus + flanking_bonus)
* (1 + attack_bonus + damage_multiplier + type_bonus)
* (1 - magic_resistance)
There are 5 multipliers here in a very simple A x B x C x D x E = final damage format. Armor doesn't affect elemental attacks, type bonus doesn't exist in multiplayer, and we are ignoring magic resistance since we are trying to avoid bias by enemy type. That leaves:
Staff damage * ability_multiplier * crit_damage * (1 + attack_damage + damage_multiplier)
It shouldn't matter where these bonuses you speak of go. If they don't, can you please explain how, with an example on such an ability if possible?
There is also "* (ability_multiplier)", it is difficult to determine which damage bonuses are which, and where they go on the formula (into damage_multiplier, or * (ability_multiplier). While I think " * (ability_multiplier) " is the rings, more testing is needed that I don't have time for. It is time consuming work to test each component of the formula, and all the passives available, and where they are in the formula.
If there are bonuses that affect the ability_multiplier, they affect both staves equally.
Attack_Damage is basically the % attack stat as derived from actual +% attack, willpower, and mainstat.
If the damage_multiplier is ADDITIVE with this stat as the formula indicates, this heavily screws over the Dragon Staff because a substantial part of its superioirty comes from the 41% attack_multiplier bonus it has.





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