Monday, September 21, 2015

[Day 3] Damage-Calculations Part 1 - Indepedant damage (Section. 1)

Hi~

[Light] here for some DPS calculations!!

In my opinion, DFO has one of the most complex damage-calculation in all mmo. The only other game I tried hard-core to calculate damage-output is probably Diablo 3.

DFO has so many different factors to do the right amount of damage. That's why people have been "experimenting" and "theory-crafting" a lot of the damage-output. So, I'm here to translate and give out my thoughts on how damage calculation is done.

First we'll have to go through fixed damage.
  
Source:  Namu.Wiki
=Fixed damage=
  Fixed damage is a skill shown damage in whole-numbers and usually called FD. Such as here: 


The fixed damage we know right now is not True damage but rather Fixed. Fixed damage takes a lot of independent damage into consideration and takes no affect from reinforcing. Factors such as refinement, enchants, and dawn of blessing (Crusader's fixed damage buff)etc etc, would change FD damage. 

The most generic fixed damage characters would be Witch, Zerker, F.Grappler, Chaos, Creator, Mutalisk-Fspit (gernade-fspit) etc etc.

FD also takes Strength/intelligence into factor. But, unlike '/. damage info., fixed damage does change on the skill info. damage based on stats, such as:


 So the raw numbers we see are skill info. damage

(Skill info. damage) = (independent damage) * (Skill coefficient)

and if we try to find raw fixed damage (w/o elemental damage, attack damage, additional damage, critical increase damage, armor, counter, etc etc we'll talk about that later.

  


=Fixed Damage Experiments=

 On average, a DFO player would usually assume to think that 10 independent attack power (base attack, same thing) equals to 1% damage increase in fixed damage. We'll call it IAP for short.


But is that true?

Here's the experiment.

1) Enemy: Armor 90.4732'/., -10 elemental resistance, 33'/. armor pircing penalty.
2) Base attack: 50ish base attack, and 100ish base attack increase (Base attack is experimental group)
3) Skill attack: Spriggan (171% + 979 and only based off of 979 fixed)
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1. Independent attack power of 1616 as basis


1616 Independent attack power - Damage (29492)
1665 Independent attack power - Damage (30386) - 49 Independent attack power increase

1713 Independent attack power - Damage (31262) - 97 Independent attack power increase

Efficiency calculation

49 IAP increase 3.03% => every 10 IAP is 0.62% damage increase
97 IAP increase 6.00% => every 10 IAP is 0.62% damage increase

Conclusion
Every 10 Independent attack power increases 0.62% damage on the basis of 1616 IAP. 


2. Independent attack power of 2236 as basis

2236 Independent attack power - Damage (40807)
2289 Independent attack power - Damage (41774) - 53 Independent attack power increase 
2332 Independent attack power - Damage (42559) - 96 Independent attack power increase

Efficiency calculation 
53 IAP increase 3.03% => every 10 IAP is 0.44% damage increase 
96 IAP increase 6.00% => every 10 IAP is 0.45% damage increase

Conclusion
Every 10 Independent attack power increases 0.44% damage on the basis of 2236 IAP. 

TL;DR - The higher the Independent Attack Power the efficiency decreases. (Has a diminishing effect overall)

I wrote a good amount of calculations based on my sources. I hope this will help some people who are more interested in calculating damage output and such.

Thank you for reading, I'll be doing Part 2 tomorrow based on IAP.

Happy, DFO!!


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