Weapon Damage Output Break Even Point

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Cerus
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Weapon Damage Output Break Even Point

Post by Cerus »

STR Builds use Blade.
Int Builds use Sword.
As for hybrid, application is similar too.

Situation:
Hybrid build using ONLY weapon skill + imbue.
Question:
At what PHY:MAG balance will this build hav same damage when using either blade or sword?

NuclearSilo? Mayb u'll hav the answer?
Last edited by Cerus on Thu Apr 10, 2008 8:03 am, edited 1 time in total.
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ShadowReaver
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Re: Weapon Damage Output Break Even Point

Post by ShadowReaver »

Problem is that blade and sword have a changing dmg and reinforce, which affects the damage output. I dont think they can be even at any point if the mag:def balance is a constant.

BIG EDIT : here are some calculations.
and i did them without the imbue, cause it's a one large big headache :)

but let's assume the mag/phy. reinforce is a constant.
i took a lvl 72 chinese sword and lvl 72 blade with 0% on all attributes, and the numbers i'm using here are the minimum number in the range. let's call the STR S, and the INT I.

blade
phy dmg + mag dmg = 626 + 942 = 1568
the reinforces dmg is S * 133% + I * 201%
so in total it's 1568 + (133S/100) + (201I/100) = 1568 + 0.133S + 0.201I

sword
phy dmg + mag dmg = 588 + 1001 = 1589
reinforces dmg is (S * 125%/100) + (I * 214%/100) = 0.125S + 0.214I + 1589.

now u wanna compare them
1568 + 0.133S + 0.201I = 0.125S + 0.214I + 1589

21 - 0.008I + 0.013S = 0

21 = 0.08I - 0.013S

now all u need is to tell me how mag balance and phy. balance is calculated (cause i have no clue) and use this equation to get ur answers. of course this numbers will change due to the range of damge/reinforce.

(hope i didnt to any math mistakes, long time since i touched this thing :) )
Last edited by ShadowReaver on Thu Apr 10, 2008 8:50 am, edited 2 times in total.
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Cerus
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Re: Weapon Damage Output Break Even Point

Post by Cerus »

Every Int point you placed increase your mag damage and decrease your phy damage.
Every Str point you placed increase your phy damage and decrease your mag damage.

You are using a weapon skill + imbue. Which means it consist of both magical and physical damage.

Altho there might not b a point where the damage output are exactly the same by using either a sword or a blade. But there should be a point where the damage using either sword or blade is so close that it doesn't really matter if you are using a sword or a blade.
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Re: Weapon Damage Output Break Even Point

Post by phulshof »

True, but the question is: damage is equal performing which skill? All the skills also have their additional damage. Calculating equal damage doing a normal hit wouldn't be a huge problem, but that does not mean the damage between sword and blade will also be the same when performing a nuke, a chain, a knockdown, a stab, etc.
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Re: Weapon Damage Output Break Even Point

Post by NuclearSilo »

1:1 => 75:62 is the most balance build, your distribution of int/str is equal

BUT this is on mob only
fighting a pure str/int in garment, blade will have higher dmg
fighting a pure str/int in armor, sword will have higher dmg

Build this with full blue and have a cleric with u, u'll become a str nuker with 94%phy:92%mag
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Re: Weapon Damage Output Break Even Point

Post by ShadowReaver »

NuclearSilo wrote:1:1 => 75:62 is the most balance build, your distribution of int/str is equal

BUT this is on mob only
fighting a pure str/int in garment, blade will have higher dmg
fighting a pure str/int in armor, sword will have higher dmg

Build this with full blue and have a cleric with u, u'll become a str nuker with 94%phy:92%mag


can u show how u got to this answer ? :)
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Re: Weapon Damage Output Break Even Point

Post by tedtwilliger »

Your description is too vague

What skill? What enemy? Which imbue? Which skill? WHat buffs are you including? Are you including external buffs into the equation? What weapon? the difference between 2 npc weapons and 2 sun weapons should create different results. Also if your versing a player, what defense type is he wearing? the stats of it?

All these things are variables which will always change the result and will need to be specified before a general answer can be given.

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Re: Weapon Damage Output Break Even Point

Post by ShadowReaver »

tedtwilliger wrote:Your description is too vague

What skill? What enemy? Which imbue? Which skill? WHat buffs are you including? Are you including external buffs into the equation? What weapon? the difference between 2 npc weapons and 2 sun weapons should create different results. Also if your versing a player, what defense type is he wearing? the stats of it?

All these things are variables which will always change the result and will need to be specified before a general answer can be given.


true.
my equation was based on zero armor, and only attack, without any skill/imbue and 2 npc weapons with zero attributes. there is no one single answer.
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NuclearSilo
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Re: Weapon Damage Output Break Even Point

Post by NuclearSilo »

ShadowReaver wrote:
NuclearSilo wrote:1:1 => 75:62 is the most balance build, your distribution of int/str is equal

BUT this is on mob only
fighting a pure str/int in garment, blade will have higher dmg
fighting a pure str/int in armor, sword will have higher dmg

Build this with full blue and have a cleric with u, u'll become a str nuker with 94%phy:92%mag


can u show how u got to this answer ? :)

Result deduce from personal experience. At 80:45, using a blade, mag dmg = phy dmg, when i switch to sword dmg is a bit lower. At 70:70, using sword, when swith to blade, dmg is a bit lower.

Math give a bit the same result. Add all the stat, u'll notice that sword always have 1.13 times higher in everything (power, reinforce) so int need to be 1.13x lower
=> 205 int, 230 str => 77:59 balance

dmg indirectly depends on the balance because balance depends on the int/str distribution.
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ShadowReaver
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Re: Weapon Damage Output Break Even Point

Post by ShadowReaver »

NuclearSilo wrote:
ShadowReaver wrote:
NuclearSilo wrote:1:1 => 75:62 is the most balance build, your distribution of int/str is equal

BUT this is on mob only
fighting a pure str/int in garment, blade will have higher dmg
fighting a pure str/int in armor, sword will have higher dmg

Build this with full blue and have a cleric with u, u'll become a str nuker with 94%phy:92%mag


can u show how u got to this answer ? :)

Result deduce from personal experience. At 80:45, using a blade, mag dmg = phy dmg, when i switch to sword dmg is a bit lower. At 70:70, using sword, when swith to blade, dmg is a bit lower.

Math give a bit the same result. Add all the stat, u'll notice that sword always have 1.13 times higher in everything (power, reinforce) so int need to be 1.13x lower
=> 205 int, 230 str => 77:59 balance

dmg indirectly depends on the balance because balance depends on the int/str distribution.


i c. one thing i still havent understood yet. all those 80:45 and 77:59 numbers, how 205 int 230 str become 77:59 balance ? how do u calculate the balance ?
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Re: Weapon Damage Output Break Even Point

Post by NuclearSilo »

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Re: Weapon Damage Output Break Even Point

Post by ShadowReaver »

NuclearSilo wrote:nivlam.com


-.- i kinda hoped for equation, like with reinforces, well thx anyway :)
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Re: Weapon Damage Output Break Even Point

Post by NuclearSilo »

use search button :D
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Re: Weapon Damage Output Break Even Point

Post by PureStr »

Cerus wrote:Every Int point you placed increase your mag damage and decrease your phy damage.
Every Str point you placed increase your phy damage and decrease your mag damage.


I have heavy doubts on that.
I dont think it decreases it, it just dosent increase it...
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ShadowReaver
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Re: Weapon Damage Output Break Even Point

Post by ShadowReaver »

PureStr wrote:
Cerus wrote:Every Int point you placed increase your mag damage and decrease your phy damage.
Every Str point you placed increase your phy damage and decrease your mag damage.


I have heavy doubts on that.
I dont think it decreases it, it just dosent increase it...


very true
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