Raeri2011-07-09 02:05:44
QUOTE (Sior the Anomaly @ Jul 9 2011, 11:46 AM) <{POST_SNAPBACK}>
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?
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?
Very much so!
Janalon2011-07-09 02:05:54
QUOTE (Sior the Anomaly @ Jul 8 2011, 09:46 PM) <{POST_SNAPBACK}>
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?
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?
Absolutely. Something to the effect:
CODE
Fire = ## DMP = Modified %
Cold = ## DMP = Modified %
Electric = ## DMP = Modified %
Psychic = ## DMP = Modified %
Poison = ## DMP = Modified %
Asphyxiation = ## DMP = Modified %
Magic = ## DMP = Modified %
Cutting = ## DMP = Modified %
Blunt = ## DMP = Modified %
Cold = ## DMP = Modified %
Electric = ## DMP = Modified %
Psychic = ## DMP = Modified %
Poison = ## DMP = Modified %
Asphyxiation = ## DMP = Modified %
Magic = ## DMP = Modified %
Cutting = ## DMP = Modified %
Blunt = ## DMP = Modified %
And that be all there is to it. Don't even need to know how racial elemental (dis)advantages further effect this formula... though it would be good to know the numbers for level 1, 2, & 3 so we can all keep a mental calculation. Your idea would greatly help pick the right weight for defensive tattoos and ecology charms. Double thumbs up. Triple if I could, but that gets a little weird.
Vadi2011-07-09 02:08:54
QUOTE (Sior the Anomaly @ Jul 8 2011, 09:46 PM) <{POST_SNAPBACK}>
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?
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?
Yep.
Sior2011-07-09 02:40:01
What I'd basically do in code is separate by damagetype:
Fire DMP:
: 15 DMP
: 33 DMP
Cold DMP:
2 DMP
Keep in mind some skills will be duplicated because they protect against multiple damagetypes.
(I guess I'll have a separate category for "general" DMP)
Fire DMP:
Cold DMP:
Keep in mind some skills will be duplicated because they protect against multiple damagetypes.
(I guess I'll have a separate category for "general" DMP)
Xenthos2011-07-09 03:02:46
QUOTE (Sior the Anomaly @ Jul 8 2011, 10:40 PM) <{POST_SNAPBACK}>
What I'd basically do in code is separate by damagetype:
Fire DMP:
: 15 DMP
: 33 DMP
Cold DMP:
2 DMP
Keep in mind some skills will be duplicated because they protect against multiple damagetypes.
(I guess I'll have a separate category for "general" DMP)
Fire DMP:
Cold DMP:
Keep in mind some skills will be duplicated because they protect against multiple damagetypes.
(I guess I'll have a separate category for "general" DMP)
That would be greatly helpful.
Sior2011-07-09 03:03:52
I'll see what I can do!
Vadi2011-07-09 03:14:39
If it's possible to add it easily, knowing whenever a skill depends on the amount learned in the skillset or any other common condition that doesn't provide 100% dmp would be useful. Otherwise, the sample format would be great.
Janalon2011-07-09 03:27:06
QUOTE (Sior the Anomaly @ Jul 8 2011, 10:40 PM) <{POST_SNAPBACK}>
What I'd basically do in code is separate by damagetype:
Fire DMP:
: 15 DMP
: 33 DMP
Cold DMP:
2 DMP
Keep in mind some skills will be duplicated because they protect against multiple damagetypes.
(I guess I'll have a separate category for "general" DMP)
Fire DMP:
Cold DMP:
Keep in mind some skills will be duplicated because they protect against multiple damagetypes.
(I guess I'll have a separate category for "general" DMP)
Aesthetics, but what about
QUOTE
FIRE:
15 DMP:
20 DMP:
15 DMP:
20 DMP:
So that the numbers line up in a mostly perfect column.
EDIT: And oh, could we have both the % Damage Modified & DMP Value Required? Maybe more like:
QUOTE
15 DMP:
20 DMP:
28% Fire Defense
20 DMP:
28% Fire Defense
Enyalida2011-07-09 03:44:41
Seems like it could be pretty easy to check II for a mystic charm and probe it for what it's made of on a fairly automated basis, and gag out all that stuff.
Sior2011-07-09 14:54:11
QUOTE (Vadi @ Jul 8 2011, 11:14 PM) <{POST_SNAPBACK}>
If it's possible to add it easily, knowing whenever a skill depends on the amount learned in the skillset or any other common condition that doesn't provide 100% dmp would be useful. Otherwise, the sample format would be great.
This would be very hard with the way things are coded.
QUOTE (Janalon @ Jul 8 2011, 11:27 PM) <{POST_SNAPBACK}>
Aesthetics, but what about
So that the numbers line up in a mostly perfect column.
EDIT: And oh, could we have both the % Damage Modified & DMP Value Required? Maybe more like:
So that the numbers line up in a mostly perfect column.
EDIT: And oh, could we have both the % Damage Modified & DMP Value Required? Maybe more like:
Not sure what you mean about % Damage Modified versus DMP Value Required.
About the columns, more that I think about it, would probably look like:
CODE
--------------------------------------------------
Random Pyro Skill    |  Fire  |  15 DMP |
Really awesome def |  All    |  50 DMP |
Random Pyro Skill    |  Fire  |  15 DMP |
Really awesome def |  All    |  50 DMP |
Vadi2011-07-09 15:11:50
What about something like elementshield which is supposedly only fire, cold, and electricity? Could have them be comma-separated, but it'd make the type column be really big... I'm fine any output, but it seems that per-type would be nicest.
Estarra2011-07-09 19:23:52
FYI, a volunteer coder has volunteered to do this project so hold tight.
(Please don't spam issues asking for dmp values.)
(Please don't spam issues asking for dmp values.)
Sylphas2011-07-09 19:56:14
QUOTE (Estarra @ Jul 9 2011, 03:23 PM) <{POST_SNAPBACK}>
FYI, a volunteer coder has volunteered to do this project so hold tight.
(Please don't spam issues asking for dmp values.)
(Please don't spam issues asking for dmp values.)
Janalon2011-07-09 20:38:50
QUOTE (Estarra @ Jul 9 2011, 03:23 PM) <{POST_SNAPBACK}>
FYI, a volunteer coder has volunteered to do this project so hold tight.
(Please don't spam issues asking for dmp values.)
(Please don't spam issues asking for dmp values.)
First, YAY and THANK YOU! That volunteer coder deserves a virtual high-five (at the very least).
Secondly, sorry for all the issues. I was trying to clarifying the AB's for Vadi M&M system (not to mention the Lusty Lore Wiki page). You can ignore all of those issues if you wish, as I can now privately pursue that information via the new DMP readout.
Understanding the % reduction is somewhat-ish necessary because of how the weighted values are calculated. This becomes very complicated as the ration jumps into the 3:1 territory in the 40+ DMP value range. To draw a parallel, it would be like:
CODE
+1 unweighted dex: Titan
+1 unweighted dex: Endowmentofwhatever
+2 weighted dex: Enhancement
+1 weighted dex: Nightgarb
+1 weighted dex: Dexterity Kabob
+1 unweighted dex: Endowmentofwhatever
+2 weighted dex: Enhancement
+1 weighted dex: Nightgarb
+1 weighted dex: Dexterity Kabob
Whereas seeing your stats go from 14dex to 18dex would be more advantageous. Percent Modified and DMP Value comes straight from HELP DMP. I really liked the way Vadi handles both in his M&M system. See below:
QUOTE
(m&m): 10 poison dmp = 10.0% reduction
(m&m): nightwraith (+10)
(m&m): 10 magic dmp = 10.0% reduction
(m&m): nightwraith (+10)
(m&m): 20 psychic dmp = 20.0% reduction
(m&m): mindbar (+20)
(m&m): 10 asphyxiation dmp = 10.0% reduction
(m&m): blue (+10)
(m&m): 25 cold dmp = 22.5% reduction
(m&m): energycontainment (+25)
(m&m): 40 electricity dmp = 30.0% reduction
(m&m): energycontainment (+25), galvanism (+15)
(m&m): 57 cutting dmp = 35.7% reduction
(m&m): bracing (+15), ironskin (+30), psiarmour (+12)
(m&m): 25 fire dmp = 22.5% reduction
(m&m): energycontainment (+25)
(m&m): nightwraith (+10)
(m&m): 10 magic dmp = 10.0% reduction
(m&m): nightwraith (+10)
(m&m): 20 psychic dmp = 20.0% reduction
(m&m): mindbar (+20)
(m&m): 10 asphyxiation dmp = 10.0% reduction
(m&m): blue (+10)
(m&m): 25 cold dmp = 22.5% reduction
(m&m): energycontainment (+25)
(m&m): 40 electricity dmp = 30.0% reduction
(m&m): energycontainment (+25), galvanism (+15)
(m&m): 57 cutting dmp = 35.7% reduction
(m&m): bracing (+15), ironskin (+30), psiarmour (+12)
(m&m): 25 fire dmp = 22.5% reduction
(m&m): energycontainment (+25)
Calixa2011-07-13 23:14:12
Does symbol in Nihilism count as DMP? It is obviously not listed at all as a defense, because it's not got a line. So probably not easy to add it with the current method if this is indeed a DMP thing (the definition confuses me, sorry!), unless you go and assume a Nihilist always has a symbol, and just add the 5 DMP to everything and leave out the extra that comes with the pact choice.
Also, what about Putrefaction? There's no numbers listed for it at all. Or does it work independently of DMP scaling?
Also, what about Putrefaction? There's no numbers listed for it at all. Or does it work independently of DMP scaling?
Razenth2011-07-14 04:23:37
Putre is half physical damage. Before or after DMP? No idea.
Janalon2011-07-16 03:38:42
QUOTE
Conducted a PRE- and POST- test with Tattoos DamageBuff and Nekotai Oothai. Premise was based that AB KATA CHOKE mentions that it causes asphyxiating damage... and Nekotai Oothai is an upgrade to choke. Pre-tat Oothai damage clocked in around 935. Acquired a 100-weight DamageBuff Asphyxiation tattoo on my back. Post-tat testing showed damage of 935... exactly the same as the Pre-tat damage. This leads me to one of two conclusions. Either Oothai is not based on an asphyxiation damage type (even though it operates on choke-like mechanics), or DamageBuff is not correctly working. For the record, the target had both Acrobatics Hyperventilate and Lowmagic Blue.
Thought this was interesting. Has any monk conducted research on whether DamageBuff Blunt or Sharp effects weapon attacks or kicking? How about advanced kicks and unarmed punching? Want to know what damage types are appropriate to pickup for my Nekotai.
Sylphas2011-07-16 08:20:15
QUOTE (Janalon @ Jul 15 2011, 11:38 PM) <{POST_SNAPBACK}>
Thought this was interesting. Has any monk conducted research on whether DamageBuff Blunt or Sharp effects weapon attacks or kicking? How about advanced kicks and unarmed punching? Want to know what damage types are appropriate to pickup for my Nekotai.
Haven't you done tests showing Oothai scales kind of oddly, though? That is, directly with strength only, or something different than most other attacks? Could it just be an outlier?
Janalon2011-07-16 10:55:36
QUOTE (Sylphas @ Jul 16 2011, 04:20 AM) <{POST_SNAPBACK}>
Haven't you done tests showing Oothai scales kind of oddly, though? That is, directly with strength only, or something different than most other attacks? Could it just be an outlier?
Nope. Oothai scales very linearly to strength. There is an Envoy report that precisely describes that exact mechanic. Rather, I am addressing the issue of A ) does Oothai contain an asphyxiation damage type, and B ) does the lack of damage increase to Oothai after a DamageBuff asphyxiation suggest a broken mechanic on the part of either Oothai or DamageBuff.
I conducted another test to determine whether Nekotai Oothai does incorporate an Asphyxiation damage type against Lowmagic Blue. Pre- and Post-Blue results determined damage reduction when Blue was raised as a defense... which would indicate the presence of asphyxiation damage in an Oothai attack.
QUOTE
You say, "Now."
8345h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-
With a hiss, Ankastra slams her nekai against your throat and presses against your windpipe,
painfully choking the life from you.
7485h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-(writhe grapple)(-860 Health)
You twist and turn as you struggle to break free of the grapple that holds you.
7485h, 5040m, 5400e, 10p, 30900en, 18900w esSilrkb-
> > > > > > - - - - All Limbs RECOVERED - - - - < < < < < <
<>shake
You shake your head.
7485h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-
You carefully writhe out of Ankastra's grapple, escaping her grasp.
8180h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-invoke blue
Pressing your hands together before you, you concentrate on your throat chakra. A blue glow suffuses
your throat, protecting all your communications.
8345h, 4865m, 5400e, 10p, 30900en, 18865w sSilrxkb-(+165 Health, -175 Mana)
> > > > > > - - - - Equilibrium RECOVERED - - - - < < < < < <'again
You say, "Again."
8345h, 5040m, 5400e, 10p, 30900en, 18879w esSilrxkb-(+175 Mana)
8345h, 5040m, 5400e, 10p, 30900en, 18879w esSilrxkb-
With a hiss, Ankastra slams her nekai against your throat and presses against your windpipe,
painfully choking the life from you.
7571h, 5040m, 5400e, 10p, 30900en, 18879w esSilrxkb-(writhe grapple)(-774 Health)
You twist and turn as you struggle to break free of the grapple that holds you.
8345h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-
With a hiss, Ankastra slams her nekai against your throat and presses against your windpipe,
painfully choking the life from you.
7485h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-(writhe grapple)(-860 Health)
You twist and turn as you struggle to break free of the grapple that holds you.
7485h, 5040m, 5400e, 10p, 30900en, 18900w esSilrkb-
> > > > > > - - - - All Limbs RECOVERED - - - - < < < < < <
<
You shake your head.
7485h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-
You carefully writhe out of Ankastra's grapple, escaping her grasp.
8180h, 5040m, 5400e, 10p, 30900en, 18900w esSilrxkb-invoke blue
Pressing your hands together before you, you concentrate on your throat chakra. A blue glow suffuses
your throat, protecting all your communications.
8345h, 4865m, 5400e, 10p, 30900en, 18865w sSilrxkb-(+165 Health, -175 Mana)
> > > > > > - - - - Equilibrium RECOVERED - - - - < < < < < <'again
You say, "Again."
8345h, 5040m, 5400e, 10p, 30900en, 18879w esSilrxkb-(+175 Mana)
8345h, 5040m, 5400e, 10p, 30900en, 18879w esSilrxkb-
With a hiss, Ankastra slams her nekai against your throat and presses against your windpipe,
painfully choking the life from you.
7571h, 5040m, 5400e, 10p, 30900en, 18879w esSilrxkb-(writhe grapple)(-774 Health)
You twist and turn as you struggle to break free of the grapple that holds you.
This test proves Oothai damage was reduced on a single application of Lowmagic Blue (which has 10 asphyxiation DMP). This also leads me to believe that DamageBuff might be broken, at least where Oothai asphyxiation damage is concerned. Further tests can determine whether Oothai or DamageBuff is the larger issue.
My other test with DamageBuff was to determine the effect on PVE damage (as indicated by BEAST INFO) to a single nekai attack after raising both DamageBuff Sharp and Blunt by about 50 weight. It showed either Buff to have no impact on PVE damage.
These few tests make me question whether DamageBuff is entirely bugged. Does anyone have a Pre- and Post-tat test to indicate whether DamageBuff works in either a PVP or PVE setting?
Sylphas2011-07-16 16:56:25
I'm not tatted yet, I'll get baseline numbers for myself.