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Testing Critical/Backstab Damage Mod Assumptions


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#1
tetracycloide

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Critical/Backstab damage Mod is an attribute that can appear on weapons, armor, and runes.  It is, alegedly, an additive bonus to the existing Critical/Backstab hit multiplier of 1.5 (150%).  Two things are often reported in regards to this attribute:

1. There is a cap of 350% total which, with a base of 150%, means 200% from gear.
2. If there is more then 200% of it on gear then the actual modifer will be the amount over 200% i.e. 205% = 5%

After some limited in game testing I'd like to question one or both of these assumptions, especially the second.

First, the equipment set up:
Voice of Velvet with 3x Intensifying Runes
Helm of Honnleath
The Felon's Coat
Cadash Stompers
Andruil's Blessing
Spirit Cord
Key to the City
Harvest Festival Ring

Sustains:
Momentum
Shadow Form
Dueling

Specializations:
Assassin
Duelist
Shadow

Attributes (totals after gear):
Strength 19
Dexterity 141
WIllpower 20
Magic 18
Cunning 31
Constitution 16

Variables:
Tier 7 dagger with 1x Intensifying Rune
Tier 7 dagger with 2x Intensifying Rune
Tier 7 dagger with 3x Intensifying Rune
Gloves Red Jenny Seekers

Location:
Testing was done in the very early section of the second section of the Vigil's keep basement (after the rubble has been cleared).  All attacks were against the 7 Hurlocks near the x marked 'Deep Roads' on the left fork from the entrance.  Only backstab hits were recorded.

Results:
235.00% 220.00% 200.00% 180.00%

194 195 171 167

177 172 235 144

199 152 170 184

171 185 169 167

218 171 152 153

236 171 198 143

152 142 157 169

174 218 185 177

171 209 203 197

192 195 208 215

175 151 184 187

225 176 166 174

221 160 157 186

224 154 194 197

164 216 204 217

191 209 207 167

153 159 228 177

161 181 222 196

225 233 181 133

191 213 227 188

217 180 169 212

184 208 139 138

231 228 210 172

206 183 168 187

174 211 195 217

169 229 180 157

184 146 200 206

229 195 215 189

175 233 183 179

159 194 183 166

172 178 150 187

185 166 167 216

165 209 151 190

201 222 231 210

181 185 230 135

159 195 156 216

231 177 214 203

143 209 187 191

227 160 164 189

186 145 216 157

205 146 143 189

175 204 143 159

208 185 161 161

233 145 191 205

170 216 234 199

188 224 191 215

201 212 188 203

192 186 162 185

181 168 228 168

194 215 154 171

190.78 188.32 186.42 182.2

236 233 235 217

143 142 139 133

Formatting here is a little screwy so bare with me.  The third row from the bottom are averages, we can clearly see a trend from more crit mod to less of average damage reduction.  The second from the bottom and the bottom row are the largest and the smallest hit recorded in each set, again we see a clear trend.

The data set is fairly small in this case, I didn't have all day, but it's large enough to prove, at least on the PC platform I'm using, that going over does not reset the crit mod stat.  If 215% was actually 200% the average should be at least 40 points lower, hits of 233 shouldn't even be possible at that point.

Given the averages, the maxes, the mins, and the size of the sample the rest of the results are inconclusive.  The averages suggest the cap is not 200% from gear but the small differences coupled with the very very similar max and in values in each set suggests the cap is there.  

If anyone has better data on this or direct access to datamining I'd love to see it.  If you found this interesting enough to read this far please feel free to reply with feedback.

Modifié par tetracycloide, 23 mars 2010 - 04:56 .


#2
Kaigen42

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I wonder if this is something that changed in Awakening. In addition to the assumptions you posted, I had heard that the bonus elemental damage mods were capped at +30%, but apparently in the expansion there are items that give more than that by themselves.



I agree with your conclusions given the data so far, the cap doesn't reset if you go over, but the differences between the 200%+ stats are so minor as to be well within acceptable variance, so it looks like the cap is where we thought it was.

#3
Finnegone

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I thought the base critical damage bonus was 50%, not 150% - wouldn't this alone explain your results?

#4
tetracycloide

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Finnegone wrote...

I thought the base critical damage bonus was 50%, not 150% - wouldn't this alone explain your results?


The bonus is 50%, the modifier is 150%.  So a critical hit with no gear should deal normal damage plus 50% or 1.5 x the damage of a normal hit or 150% the damage of a normal hit.

#5
Ancalimohtar

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First, a simpler question: using only an item that gives +20% extra crit/backstab damage, does a backstab now do (150+20)% = 170% damage, or 150(1+0.20)% = 180% damage, or 100+50(1+0.20)% = 160% damage?



(And I'm assuming multiple +% items are additive within themselves, right?)

#6
TBastian

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I can personally confirm that +elemental damage is not capped at 30%, although some spells are capped at a certain damage (ie, Draining Aura).

First, a simpler question: using only an item that gives +20% extra crit/backstab damage, does a backstab now do (150+20)% = 170% damage, or 150(1+0.20)% = 180% damage, or 100+50(1+0.20)% = 160% damage?



(And I'm assuming multiple +% items are additive within themselves, right?)

Read first post again, it already answers that.

I am sure I've gone above 200% +backstab damage in my run, all of Sigrun's gear are +critical damage items (belt, gloves, Velvet dagger, the whole shebang and both of her weapons have Intesifying runes). I added each intensifying rune/item gradually and I haven't noticed a decrease in backstab damage.

Edit:
I have 190% from gear and the Velvet dagger. If Shadow Form increases it past 200%, then I've noticed no significant drop in damage while using only the dagger.

Modifié par TBastian, 24 mars 2010 - 03:41 .


#7
Ancalimohtar

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TBastian wrote...

Read first post again, it already answers that.


No. It does not. Hence the question.

#8
tetracycloide

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I don't think Shadow Form changes the critical damage modifier, I think it adds bonus damage much like exploit weakness does only I don't know the formula and the effect feels much stronger. Find Vitals probably does add crit mod though since it states explicitly that it changes critical hit damage in addition to other things. If anyone knows the exact % on that I'd love to know that too.

As far as I know Crit Mod items stack additively with each other and the base mod of 150% i.e. 150% + 20% = 170%.  I haven't tested this assumption but it's based on the old, pre-awakening DW rogue thread that broke down the game engines calculations for dual wield backstab damage.

Modifié par tetracycloide, 24 mars 2010 - 04:07 .


#9
TBastian

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Critical/Backstab damage Mod is an attribute that can appear on weapons, armor, and runes. It is, alegedly, an additive bonus to the existing Critical/Backstab hit multiplier of 1.5 (150%). Two things are often reported in regards to this attribute:
.
.
.
If anyone has better data on this or direct access to datamining I'd love to see it. If you found this interesting enough to read this far please feel free to reply with feedback.

IE, he doesn't know, and he has already asked the very same question implicitly.

Exploit Weakness feels more like a debuff/disable. It seems to improve damage in general.

Modifié par TBastian, 24 mars 2010 - 04:16 .


#10
Ancalimohtar

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Alright, so additive as in, 20% => total damage of a backstab swing is 170% of a normal, non backstab swing?