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> EHWiki Report Thread, Add missing or fix existing data - don't use this for equipment ranges please

 
post May 25 2012, 10:22
Post #401
skillchip



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Not sure where on the wiki this should go but here it is. This should be close enough, since I don't have 1000s of points of data, and I don't really want that many points.


Here are the tier multipliers for a given difficulty

Normal 1
Hard 1.5
Heroic 2
Nightmare 2.5
Hell 3
Nintendo 3.5
BT 4
IWBTH 5

Which comes out to the following ratios in %

Normal
T1 93
T2 5
T3 2

Hard
T1 89.5
T2 7.5
T3 3

Heroic
T1 86
T2 10
T3 4

Nightmare
T1 82.5
T2 12.5
T3 5

Hell
T1 79
T2 15
T3 6

Nintendo
T1 75.5
T2 17.5
T3 7

BT
T1 72
T2 20
T3 8

IWBTH
T1 65
T2 25
T3 10

And here are the equipment in each tier

1H
T1: Dagger, Club, Rapier, Shortsword
T2: Axe
T3: Wakizashi

2H
T1: Estoc, Longsword, Mace
T2: Scythe
T3: Katana

Staff
T1: Redwood
T2: Oak, Willow
T3: Ebony, Katalox

Shield
T1: Buckler
T2: Kite
T3: Tower

Cloth
T1: Cotton
T2: Gossamer
T3: Phase

Light
T1: Leather
T2: Kevlar
T3: Shade

Heavy
T1: Plate
T2: Shield
T3: Power


This post has been edited by skillchip: Jun 2 2013, 00:52
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post May 25 2012, 10:52
Post #402
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nice. those numbers look very similar to the credit modifiers (if not identical) if memory serves correct. doesn't that confirm your hypothesis a while back that it would be the case?
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post May 25 2012, 15:20
Post #403
varst



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QUOTE(skillchip @ May 25 2012, 16:22) *

Not sure where on the wiki this should go but here it is. This should be close enough, since I don't have 1000s of points of data, and I don't really want that many points.


Hm....for me, I won't add that into wiki unless this can be confirmed by another independent source.
I'll re-direct any interest to this thread though (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 25 2012, 20:27
Post #404
skillchip



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Yeah, they match the credit formulas like I thought they would.

Verifying it would be a bitch, need thousands of drops in a certain category, in a specific difficulty.

This post has been edited by skillchip: May 25 2012, 20:35
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post May 25 2012, 23:11
Post #405
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should go there

http://ehwiki.org/wiki/difficulty#Challenge_Level

Basically put in the credit modifiers into that table and reference the drop modifier as well as link to the post in that section.

Edit: should also be referenced here somewhere

http://ehwiki.org/wiki/equipment

This post has been edited by dcherry: May 25 2012, 23:19
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post May 26 2012, 13:45
Post #406
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New Poison Spell Attempt:

Base Magical Damage * 10%(DoT Effective Multiplier) * (1 + 6.25%*Additional_AP) * (1 + Prof/200) * (1 + Prof/1000) * (1 + Dark_EDB/100) * (1 + Arcane_Focus) * (1 + Stamina_Bonus) * (1 + Bubble_Gum) * Assumed:[ (1 + Hath_Bonus) * (1 + Flower_Vase)]
No Critical Hit or Channeling Bonus

Spreading Poison in-game description is now: "...and eliminates it's evade chance." So -100% now?

Bubble Gum's damage modifier is +100% both phys.&mag. In-game description states such and effect matches.

Imperil is -50% Phys./Mag. & -50(Fire/Cold/Elec/Wind) at any AP investment, only the duration changes.

Backstab's Poison Attempt:
Base Physical Damage * 0.1%(DoT Effective Multiplier) * (1 + Spirit_Stance) * (1 + Heartseeker) * (1 + Stamina_Bonus) * (1 + Title_Bonus) * Assumed:[(1 + Bubble_Gum) * (1 + Hath_Bonus) * (1 + Flower_Vase)]
It's either rounded multiple time, there is another modifier I couldn't find, or the DoT modifer is slightly off. Not much I can do though when the final damage values were 2, 3, 4, 5 , and 7 damage per turn.
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post May 26 2012, 14:47
Post #407
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The problem now is how the DoT Effective Multiplier is calculated. I have no freaking idea...
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post May 26 2012, 15:11
Post #408
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QUOTE(varst @ May 26 2012, 07:47) *

The problem now is how the DoT Effective Multiplier is calculated. I have no freaking idea...

I think its just set at 10%. Similar to how Vital Strikes Bleed Effectiveness is set at 25%.
It's my guess that Backstab was meant to have the same 10% modifier, but was setup wrong. Such as, the value was input as .1 instead of 10, and it's later modified to a percentage becoming .1% instead of 10%.

This post has been edited by kjeron: May 26 2012, 15:25
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post May 26 2012, 15:29
Post #409
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By the way I've seen two separate prof included.

(1 + Prof/200) * (1 + Prof/1000)

What's that prof for?
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post May 26 2012, 15:30
Post #410
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QUOTE(varst @ May 26 2012, 08:29) *

By the way I've seen two separate prof included.

(1 + Prof/200) * (1 + Prof/1000)

What's that prof for?

Both Depricating
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post May 26 2012, 15:40
Post #411
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So that's why it seems to be off at high depre prof...the prof factor is indeed non-linear.
Verified with my data, so I'm going to add that into wiki.

Done. Thanks for the info.

This post has been edited by varst: May 26 2012, 15:43
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post May 26 2012, 20:52
Post #412
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QUOTE(kjeron @ May 26 2012, 11:45) *

New Poison Spell Attempt:

Base Magical Damage * 10%(DoT Effective Multiplier) * (1 + 6.25%*Additional_AP) * (1 + Prof/200) * (1 + Prof/1000) * (1 + Dark_EDB/100) * (1 + Arcane_Focus) * (1 + Stamina_Bonus) * (1 + Bubble_Gum) * Assumed:[ (1 + Hath_Bonus) * (1 + Flower_Vase)]
No Critical Hit or Channeling Bonus

Spreading Poison in-game description is now: "...and eliminates it's evade chance." So -100% now?

Bubble Gum's damage modifier is +100% both phys.&mag. In-game description states such and effect matches.

Imperil is -50% Phys./Mag. & -50(Fire/Cold/Elec/Wind) at any AP investment, only the duration changes.

Backstab's Poison Attempt:
Base Physical Damage * 0.1%(DoT Effective Multiplier) * (1 + Spirit_Stance) * (1 + Heartseeker) * (1 + Stamina_Bonus) * (1 + Title_Bonus) * Assumed:[(1 + Bubble_Gum) * (1 + Hath_Bonus) * (1 + Flower_Vase)]
It's either rounded multiple time, there is another modifier I couldn't find, or the DoT modifer is slightly off. Not much I can do though when the final damage values were 2, 3, 4, 5 , and 7 damage per turn.


Still off slightly from my numbers. But not by much.

Also, did you test holy/dark/soul with imperil?
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post May 26 2012, 20:55
Post #413
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QUOTE(skillchip @ May 26 2012, 13:52) *

Still off slightly from my numbers. But not by much.

Also, did you test holy/dark/soul with imperil?

Yes, used infusions to get physical-holy/dark/soul damage, then added Penetrated Armor to ignore the phys. mitigation of Imperil. No difference in damage range.
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post May 26 2012, 21:02
Post #414
skillchip



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Did you double check that with an elemental infusion? Just asking cause maybe infusions work differently then spells when it comes to damage.

This post has been edited by skillchip: May 26 2012, 21:04
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post May 26 2012, 21:10
Post #415
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QUOTE(skillchip @ May 26 2012, 14:02) *

Did you double check that with an elemental infusion? Just asking cause maybe infusions work differently then spells when it comes to damage.

Yes, the 4 elements still get a damage boost from imperil when penetrated armor is already present.
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post May 26 2012, 21:13
Post #416
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Good enough for me!

And it should make figuring out the original monsters resistances much easier. That is still something not known perfectly.

This post has been edited by skillchip: May 26 2012, 21:20
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post Jun 9 2012, 16:12
Post #417
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I still don't have the duration of Scroll of Life...
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post Jun 9 2012, 16:16
Post #418
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I think we have that a long time ago...45 rounds.
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post Jun 10 2012, 13:33
Post #419
varst



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Upon the new patch, the following information is needed:

Monster skills at PL 200/400. Need skill type, damage type and power for every monster type.

This post has been edited by varst: Jun 10 2012, 19:32
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post Jun 10 2012, 19:33
Post #420
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Updated Arenas page. Please check if you have any problems with the new layout.

http://ehwiki.org/wiki/Arena
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