The DMP Database & Defense List Project(s)

by Janalon

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Janalon2011-07-07 21:36:24
The Lusternia Lore Wiki will take me a long time to rewrite. Taking that project a little each day. Seeing how your M&M DMP calculator is ready NOW, I took liberty to scour through Xiel Talnara's website for DMP by using "Damage Modifier" in his search bar. I have everything... or as far as I am aware. This table is based strictly off the AB's... so there are some that are lacking (i.e. aeromancy staff's DMP is not expressly stated in the AB). May have missed some other DMP sources not listed in Xiel Talnara (though this is doubtful).

CODE
Damage Modifier: 5, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Bookbinding, Kirigami
Damage Modifier: 5, psychic, Phantasms, Phantomarmour
Damage Modifier: 25, poison, Totems, Snake
Damage Modifier: 10, magic, Athletics, Resilience
Damage Modifier: 15, cutting, blunt, Stealth, Bracing
Damage Modifier: 10, asphyxiation, Lowmagic, Blue
Damage Modifier: 10 (In Environment), cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Environment, Attunement
Damage Modifier: 10, Fire, Tailoring, Fireproof
Damage Modifier: 10, Cold, Tailoring, Coldproof
Damage Modifier: 10, Magic, Tailoring, Magicproof
Damage Modifier: 10, Electricity, Tailoring, Electricproof
Damage Modifier: 20 (based on skill), magic, Psionics, Biofeedback(magic)
Damage Modifier: 20 (based on skill), fire, Psionics, Biofeedback(fire)
Damage Modifier: 20 (based on skill), cold, Psionics, Biofeedback(cold)
Damage Modifier: 20 (based on skill), electric, Psionics, Biofeedback(electric)
Damage Modifier: 20 (based on skill), psychic, Psionics, Mindbar
Damage Modifier: 12 (based on skill), cutting, blunt, Psionics, Psiarmour
Damage Modifier: 15 (denziens only, based on skill, active attack is dodged), Acrobatics, Dodge
Damage Modifier: 20, cutting, blunt, Acrobatics Elasticity
Damage Modifier: 10, asphyxiation, Acrobatics, Hyperventilate
Damage Modifier: 14 (based on skill), magic, Moon, Aura
*** Damage Modifier: 2-10 (???), ???, Moon, Shine
Damage Modifier: 24 (cast at night, always present), cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Moon, DrawDown
Damage Modifier: 15, fire, Lorecraft, Fire
Damage Modifier: 15, cold, Lorecraft, Frost
Damage Modifier: 15, electricity, Lorecraft, Galvanism
*** Damage Modifier: 20, ???, Ninjakari, Ninini
Damage Modifier: 24 (based on skill), cutting, blunt, Elementalism, Stoneskin
Damage Modifier: 15, fire, cold, electricity, Elementalism, Elementshield
Damage Modifier: 10, fire, cold, electricity, Starhymn, Hopescarol
*** Damage Modifier: 15, ???, Starhymn, Guardianangel
Damage Modifier: 10-17 (based on skill), magic, poisons, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Night, Garb (10 DMP from construct for non Night users)
Damage Modifier: 24 (cast at night, always present), ???, Night, Nightkiss
Damage Modifier: 10, cutting, blunt, Harmony, Angphet
Damage Modifier: 10, psychic, Harmony, Angmun
Damage Modifier: 18 (based on skill), cutting, blunt, Nature, Barkskin
Damage Modifier: 5, magic, Nature, Torc
Damage Modifier: 30 (based on skill), cutting, blunt, Psychometabolism, Ironskin
Damage Modifier: 25 (based on skill), fire, cold, electricity, Psychometabolism, Energycontainment
Damage Modifier: 20, divided by sulfur:poison, salt:electricity, coal:asphyxiation, Ecology, Softcharm
Damage Modifier: 30, divided by gold:fire, platinum:cold, gems:psychic, silver:magic, Ecology, Preciouscharm
Damage Modifier: 40, divided by marble:blunt, iron:cutting, Ecology, Hardcharm
Damage Modifier: 30 (based on skill), cutting, blunt, Psychometabolism, Ironskin
Damage Modifier: 10 (based on skill), thickening:blunt, Transmology, Skin
Damage Modifier: 10 (based on skill), marbleizing:cutting, Transmology, Skin
Damage Modifier: 10 (based on skill), thick fur:fire, cold, electricity, Transmology, Skin
Damage Modifier: 10 (based on skill), bubble warts:magic, Transmology, Skin
*** Damage Modifier: 10, scaled ears:sound damage, Transmology, Ears
Damage Modifier: 8, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Celestianism, Halo
Damage Modifier: 15, fire, Athletics, Fitness
Damage Modifier: 15, cutting, blunt, cold, Neuroscream, Undeadblues
Damage Modifier: 8, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Nihilism, Demonscales
Damage Modifier: 15, fire, cold, Aquamancy, Staff
Damage Modifier: 15, electricity, Aeromancy, Staff
*** Damage Modifier: 5 (???), cold, Wicca(Night), Snoefaasia
*** Damage Modifier: 5 (???), ???, Paradigmatics, Truename
*** Damage Modifier: 5 (???), cold, Wicca(Moon), Snoefaasia
Damage Modifier: 30 (based on skill), cold, Stag, Staghide
Damage Modifier: 10 (based on int), cutting, blunt, Cosmic, Cloak
Damage Modifier: 5 (10 if wielding turquoise wand), cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Harmonics, Turquoise
Damage Modifier: 12 (terrain affiliated with nexus) cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Powers, Affinity
Damage Modifier: 18 (based on skill), magic, Rituals, Draconis
Damage Modifier: 10, cutting, blunt, Druidry(Stag), Cugel
Damage Modifier: 10, cutting, blunt, Druidry(Crow), Cugel
Damage Modifier: 10 (based on org & sign), cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Astrology, Imumcoeli (New Celest:Burning Censer, Magnagora:Volcano, Serenwilde:Lion, Glomdoring:Bumblebee, Hallifax:Crocodile, Gaudiguch:Glacier)
Damage Modifier: 30 (based on skill), poison, Crow, Cloak
Damage Modifier: 5, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Magnagoran Construct, Iron Machine
Damage Modifier: 5, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Glomdoring Construct, Black Nest
Damage Modifier: 5, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, New Celest Construct, Sacred Star
Damage Modifier: 5, fire, Gaudiguch Construct, Sacred Pyramid
Damage Modifier: 5, electicity, Hallifax Construct, Ephemeral Spire
Damage Modifier: 10, cutting, blunt, fire, cold, electricity, magic, psychic, asphyxiation, Veneration, Devoutshield
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), cutting, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), blunt, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), magical, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), fire, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), cold, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), poison, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), asphyxiation, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), electrical, Tattooing, Damageabsorption
Damage Modifier: 10 (1 tattoo weight : 0.1 DMP bonus, double DMP bonus for trans tattooist), psychic, Tattooing, Damageabsorption


The DMP's preceded by *** had some ambiguity. These need some clarification by someone more familiar with the skills and mechanics of those archetypes. Vadi, ball is back in your court now!

EDIT: Added Lowmagic, Blue and Environment, Attunement, and Stealth, Bracing to the top of the list. Nightkiss and Drawdown is now revised. Last added Snake Totem, Resilience, Phantomarmour, and Kirigami to the list.
Sylphas2011-07-08 13:24:02
Drawdown can only be cast at night, but the DMP is effective all the time. I don't think anyone was confused on that point, but the way it was worded made it sound otherwise.

Acrobatics dodge DMP is only active if you dodge, so it's a lot less than 15 in practice, over the long run. :-(
Janalon2011-07-08 13:43:05
QUOTE (Sylphas @ Jul 8 2011, 09:24 AM) <{POST_SNAPBACK}>
Drawdown can only be cast at night, but the DMP is effective all the time. I don't think anyone was confused on that point, but the way it was worded made it sound otherwise.

Acrobatics dodge DMP is only active if you dodge, so it's a lot less than 15 in practice, over the long run. :-(


What does Drawdown protect against? All damage types? Is the same true for Nightkiss?
Vadi2011-07-08 14:13:42
Probably it is
Unknown2011-07-08 14:51:23
Unless DMPLIST is coded into the game itself, you'll never truly be able to sum up all your points correctly, so keep in mind that this will always be just a rough guideline.
Janalon2011-07-08 14:59:13
QUOTE (Zarquan @ Jul 8 2011, 10:51 AM) <{POST_SNAPBACK}>
Unless DMPLIST is coded into the game itself, you'll never truly be able to sum up all your points correctly, so keep in mind that this will always be just a rough guideline.


Until a DMPLIST is coded into the game itself (which was requested by REPORT 585), I would rather have a calculated guestimate rather than blindly apply variable DMP-based defenses such as monk's defensive tat's or ecology's charms. This project isn't about understanding everything there is to know about calculating defenses, just to know enough how to apply the right defense. Open sourcing the DMP project is possibly the best way to come to a common agreement about how defenses stack, the the M&M project's ability to quickly calculate both the mods and the percentage is unlike anything we've seen to date. Outside of a fully Admin supported in-game tool, I agree this is the next best thing. Z, do you have any insight to add to this project?
Unknown2011-07-08 15:16:05
I have nothing constructive to add. It's easier to see now, though, why the report was rejected.
Vadi2011-07-08 16:04:35
I don't see why it's easier... care to elaborate? It's something many Envoys agreed with.
Janalon2011-07-08 16:09:28
QUOTE (Zarquan @ Jul 8 2011, 11:16 AM) <{POST_SNAPBACK}>
I have nothing constructive to add. It's easier to see now, though, why the report was rejected.


Then move along now. There's nothing for you here.
Unknown2011-07-08 16:39:10
Many people assumed there was a simple relationship between defenses and DMP or that there is a single formula somewhere to add it all up. When you start looking into it, you discover there are a lot of special cases where DMP shifts based on skill ranks, terrain, time of day, type of attack used, Domoth status, and all sorts of non-defense variables. Pulling all that together in one place would be cool, but not as easy as one might assume.


And, I thought it was obvious I had nothing constructive to add, but I answered because you asked. tongue.gif
Unknown2011-07-08 16:49:56
@ Janalon: The GuardianAngel is indeed 15DMP.
Vadi2011-07-08 16:57:13
Those people aren't us, it's obvious that this won't be wholly accurate. It is, however, much better than nothing at all.
Janalon2011-07-08 18:07:08
QUOTE (Draylor @ Jul 8 2011, 12:49 PM) <{POST_SNAPBACK}>
@ Janalon: The GuardianAngel is indeed 15DMP.


What does it protect against... all types of damage?
Unknown2011-07-08 20:10:31
QUOTE (Janalon @ Jul 8 2011, 07:07 PM) <{POST_SNAPBACK}>
What does it protect against... all types of damage?


It is indeed all types.
Lilija2011-07-08 23:19:02
Personally, I don't think that the "it's hard to code" argument holds water for the simple fact that the values for how much DMP you have that effects the damage you take in and put out have to be somewhere in the end for the game to even calculate how much damage you should/should not take. I'll grant the fact that I'm no where near an expert coder, and little things confuse me pretty easily, but there just have to be values somewhere that says right now this is what your DMP is against X.
Vadi2011-07-09 00:08:20
I can see it being hard, given incompatible design. Maybe it only calculates that when you get hit, so to view it, they'd have to fake hits on you, and that'd make it hard. Just randomly ass-uming here though.
Lilia2011-07-09 00:08:23
QUOTE (lilija @ Jul 8 2011, 06:19 PM) <{POST_SNAPBACK}>
Personally, I don't think that the "it's hard to code" argument holds water for the simple fact that the values for how much DMP you have that effects the damage you take in and put out have to be somewhere in the end for the game to even calculate how much damage you should/should not take. I'll grant the fact that I'm no where near an expert coder, and little things confuse me pretty easily, but there just have to be values somewhere that says right now this is what your DMP is against X.

I'm pretty sure I've heard Admin say before that even they are not entirely sure how damage formulas work. It's why they put off adjusting forging for so long, if I'm remembering right.
Janalon2011-07-09 00:22:29
CODE
The Domotheos Orb: The Pulsing Orb of Glorious Light

    Manifesting as pure light captured within an orb of crystal resting on a nest of shells and coral, the Orb of Life pulses as the brilliant light within shifts and dances. The various chunks of coral have been bleached white but continue to grow, shifting and moving in the most minute increments with each passing moment. Half-shells of oysters and clams have been embedded into the nest of coral, resting beside bejeweled sand dollars laced with colourful strands of seaweed and grass, glowing with a vitality all their own.
    Effect:
    The Lesser Blessing invoked by the Domotheos of Life blesses a chosen guild with a decrease on all damage incurred.


How much DMP?
Enyalida2011-07-09 00:37:42
QUOTE (lilija @ Jul 8 2011, 06:19 PM) <{POST_SNAPBACK}>
Personally, I don't think that the "it's hard to code" argument holds water for the simple fact that the values for how much DMP you have that effects the damage you take in and put out have to be somewhere in the end for the game to even calculate how much damage you should/should not take. I'll grant the fact that I'm no where near an expert coder, and little things confuse me pretty easily, but there just have to be values somewhere that says right now this is what your DMP is against X.


Somebody already said this exact thing and was told by admins to stop on that line of thought, because that person didn't know what they were talking about. It's more complicated coding then that.
Sior2011-07-09 01:46:02
So as a separate coding project, we could theoretically do the following:

We could do something where we present a list of each defense and the dmp it proves for damagetype.

We would not be including more detailed things like def lines.

Would this be useful?