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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Confusion in melee dps post. « previous next »
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Author Topic: Confusion in melee dps post.  (Read 1151 times)
Fujitsu
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« on: April 29, 2008, 08:00:45 AM »

This is a long long long post, im sorry but it needs to be this long to actually answer all the questions.  You need to be able to understand the games mechanics acurately before just accepting their description. 

First off the math behind melee damage is slightly confusing.  Most of the class leads I talk to assume its 66% main hand and 33% off hand.  Which is true, the total melee dmg is 66% from the main hand and 33% from the off hand.  Okay, gold star 1.

Here is where the general confusion is.  Calculating the individual damage per hand seems to be the thorn in most people’s mathematical sides.  So for simplicity lets use 2 identical weapons so we don’t have to consider the difference in delay (although I will touch this later).

For simplicity, let us assume you have 2 tier 5 heroic crafted fist wraps.  Each has 139-152 damage, so let us just say each one is 150 damage.  So you have 150 damage main hand weapon, and 150 damage off hand weapon.  Now let’s look at the damage bonus from strength.  If you have 300 strength, you gain about 250 additional damage (according to the tooltip. 

So where does that 250 go? Is it main hand or off hand, is it 66% to the main and 33% to the off hand?  Nope.
To calculate melee damage from weapon damage and strength, you add them as 100% vs 50%.  So you main hand is 150 dmg, and you have 250 bonus damage from strength for a total of 400 melee damage main hand.  This is with no modifiers and really low strength at 50.  So what is the offhand? Its 50% weapon damage + 50% strength bonus, aka 75+125.

How do you figure melee damage at 50 with %damage modifiers?
Well its really quite simple.  It is easiest to see with 2 identical weapons, but to start you use the equation above (weapon damage + strength bonus) and you multiply by the % damage modifier you have.  A fully buffed raid monk will have +50% damage (+30% if they are harmonious).  So that becomes (150+250)*1.5 for your main hand and (75+125)*1.5 for your off hand.

So where does flat damage apply currently and how is it affecting melee damage
Okay so we have 2 equations now, one for main hand and one for off hand, and we are almost caught up to the point of asking about combat arts, just 1 last side step… flat damage.  So flat damage comes in 2 flavors.  The first is the more common +200 damage to melee attacks (aka iron hands) and the other is +200 damage to the next hit (jin surge).  Jin surge is simple, it adds the +200 damage after everything else and just increases the combat art by 200 damage total.

Iron hand is more complex, because its adding to melee damage, its adding +200 to the main hand… and you guessed it +100 to the off hand, but its adding them after everything else (similar to how fusoya explained.
So for main hand: (weapon damage+strength bonus)*damage modifier +flat damage.  In our example it is (150+250)*1.5+200 (iron hand). 
The off hand is again, (75+125)*1.5+100. 
« Last Edit: April 29, 2008, 08:02:29 AM by Fujitsu » Logged

Fujitsu
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« Reply #1 on: April 29, 2008, 08:01:09 AM »

Melee damage summary
So there you have it, the end result is the main hand gets 100% of any buff applied and the off hand gets 50%, not to discredit the class leads, this is where they get the 66% vs 33%, because when added up, the main hand IS TWICE the off hand, which IS 66% versus 33%. 

Weapon delay
This subject is way more complex than I care to mention.  In general, when you have 2 weapons and they aren’t the same delay, you end up with 1 attack of melee damage with your main hand and off hand.  So how does the game do that?  As far as I can tell it averages your main hand delay and off hand delay, and then scales the weapon damage.
So if you have a 2.0 second main hand and 2.5 second off hand, your average delay is 2.25 seconds.  Then what I think the game does is it takes the damage rating (let’s say its 60 damage rating on both) and adjusts the weapon damage to match what a 60 damage rating of 2.25 seconds would look like. This is why equipping a slow weapon in your off hand with a crummy damage rating can actually increase the main hands total damage, and occasionally over compensate for faster weapons with better damage ratings. 

Combat arts
This is the second main point I wanted to address.  The confusion in combat logs is leading to a lot of people not understanding what the numbers are, and how modifiers are effecting them.

Lets start with something like thunder fist.  Thundering Fists III  - You pound your opponent with mighty strikes, hitting 3 times for melee damage plus 155.

So to translate that into the games code, it is (melee damage+155)*3, which seems simple enough.  How does that work with dual wield weapons? Well the actual combat log for thunder fist looks like this. 
Your Thunder fist hits for (1500+7500) 2250 damage.
So what are those numbers and where did they come from?  The 1500 is your main hand melee damage (check the tool tip in your character sheet) +155, all multiplied by 3.  That’s not all, this already took into account the mobs mitigation.
So from above, your main hand melee damage was roughly 400 with no modifiers and low strength.  So that’s (400+155)*3 *mobs mitigation.  So the hit should have been for 1667 main hand, but it only hit for 1500 because the monster mitigated roughly 10%. 

The same holds for the off hand, it’s (197+77.5)*3*mob mitigation, so it should have hit for 822, instead the mob mitigated 10% and took it down to 740.  Note that the offhand is only gaining half of the + 155 from the combat art. 
« Last Edit: April 29, 2008, 08:02:52 AM by Fujitsu » Logged

Fujitsu
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« Reply #2 on: April 29, 2008, 08:01:31 AM »

Where do true flat damages apply?
Jin surge is the only true flat damage I have as a monk.  For a single target hit like this, it adds the +200 damage to the final damage, so that 2250 damage thunder fist, now hit for 2450 damage.  Specifically, 66% of the 200 was added to the main hand and 33% to the off hand.  Cool so, that makes sense from everything we’ve been told.

How does Fist of celerity/quick blade/ errant strike actually work at the moment?
While Fusoya’s post isn’t incorrect, it is very misleading as to how the skills currently work and why they work the way they do.  In general these skill double the damage of a combat art by repeating the hit.
Ashen hand is a good example to start with.  Lets just assume a regular ashen hand hits for 5000 damage, poping any of the double damage buffs, has the net result of taking the damage from 5000 to roughly 10,000.  So take a minute and look at the combat log now.  You will see something like “you quickly strike for 5,420 damage. Your ashen hand hits for 10,340 damage”.  The net result is that you doubled the damage of the combat art.  So how is it actually doing it?  Its not taking your hit and multiplying it by 2.  Its just letting it hit twice, which is why you get natural variation.  If the log had even more details you would see…
Quickly strike for 5430 damage…Ashen hand for 5203 damage… Total hit 10k.
So, it really is just letting you hit it twice, which means the doubled hit could be less or more then the original depending on the range of damage you naturally get on that hit.


How about monks with fist of celerity and errant strike up
For the life of me I cannot replicate Fusoyas bug of hitting for over 100k.  I can with critical hits and both double damage hits, get up to about 75-100k.  So that aside, I will explain this as I see it in my combat logs after doing it 10x while on a raid.
So at first glance you would assume using 2 double damage buffs would have a huge effect making a 5k hit do 20k.  Instead it only does 15k?  Why is that?  It is because its just letting you hit two additional times.  So if you are actually doing 5k+5k+5k…. not 5k*2*2.  It’s a big difference, but I believe this is how it should be as the other way would be way more inflated with damage. 


Double damage and Critical hits
So the first major issue in my eyes, is that if your original hit criticals, you get 2 follow up critical.  Ideally what should be happening is that, each of the “additional” hits should have its own unique chance to crit. 
« Last Edit: April 29, 2008, 08:03:13 AM by Fujitsu » Logged

Fujitsu
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« Reply #3 on: April 29, 2008, 08:01:47 AM »

The big difference in Fusoya’s post and whats actually happening
Ill use a modified version of his quick blade/shank example with boundless fist and and fist of celerity.

**How it is supposed to work w/o fist of celerity – The skill is melee +175
The damage is 1200 (base melee dmg) + 175 (bonus dmg) + 500 (flat dmg) = 1875dmg.
This works fine as long as you are talking about true +flat damage.  Jin surge works like this at the moment, however the problem is iron hands doesn’t work as a +flat damage, it (like blood mage symbiot) is adding 100% of its damage to main hand and 50% to off hand.  For this system to work, iron hand and blood mage symbiots would have to be changed to be identical to jin surge where it truly just increases flat damage at the end and no modifying melee damage. 
The only difference between this and how it currently works is what they are calling flat damage.  If its adding to melee damage, it is not flat damage, and I think that’s the real root of the problem.  They THINK iron hand is a flat damage, which means it should apply the same as jin surge, at the end and just add 132 damage to the main hand and 66 to the off hand.  The problem is its adding 200 to main hand 100 to off hand which then is getting multiplied by the skill effects.  This is true for most of the + flat damage skills in the game.  It might be that the other bugs are leading to the 200k hits, but from my personal experience, I’ve yet to see these 200k hits.   

How it currently  works  w/ fist of celerity – The skill is melee +175
Melee+175+flat , Melee+175+flat
So from above, that’s just like I explained, two hits with natural damage variation.  The only difference, which I think is fine, is they claim the +flat damage should be added after both attacks.  The problem is currently each one is considered its own attack and that’s why each one is getting its own +flat damage. 
 

Here is my example.
w/o iron hand Main hand 1500, off hand 750
w/ iron hand main hand 1700, off hand 850
Thunder fist w/o iron hand (4965+2715)
Thunder fist w/ iron hand (5565+3015)
Net difference is 600 main hand and 300 off hand.   
« Last Edit: April 29, 2008, 08:03:31 AM by Fujitsu » Logged

Naftung
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« Reply #4 on: April 29, 2008, 08:24:56 AM »

You understanding of the +damage bug is skewed.  Your example is how it is going to work after the fix.  Go re-read Talisker's post to see how it is working now.  When you combine massize +flat damage buffs you get in a raid, with that damage being applied multiple times to the same attack is where you get the problem.  In solo/group play you will barely notice any difference pre/post dps fix.
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Fusoya
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« Reply #5 on: April 29, 2008, 09:37:58 AM »

I will go into more detail later, but if you aren't producing 50k+ hits its really not going to change much for you. Will have to see exactly how much it changes after we can test it, but those abilities should still deal a good amount of damage. If it's a larger than intended reduction the abilities will be reworked.
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Fujitsu
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« Reply #6 on: April 29, 2008, 09:40:08 AM »

Actually i have it right, they just have their definition of flat damage wrong.

The thing is most of the "flat damage buffs" you get in raids arent really flat damage, they are melee dps modifiers.  Meaning that the damage is being added to melee damage currently, which then is being effected.  The only skill i saw that was a true flat damage was jin surge, it added the damage at the very end, the rest added directly to melee damage, which is something they dont even mention in their post.

This is 100% true for solo vs raid, i parsed it last night and i didnt get any funky results.  If i had +600 "flat" damage it was adding 600 to main hand and 300 to off hand.  In raids i can literally take my melee dmg for what i see in the character tab, and calculate all of my combat arts based on that.   There is nothing funky going on and ill prove it tonight with some hardcore parses and numbers.  The issue isnt it being multiplied 11 times per skill its that its being added to melee dmg and then the melee dmg is being adjusted via the combat art.
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Fujitsu
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« Reply #7 on: April 29, 2008, 10:41:52 AM »

Cant say this answers the question, but after checking my logs my only 100k+ hit with thousand fist is on the wyvren type mobs in the senator/dread lord/admiral area.  They take 3x the normal melee damage, and i have a few hits for 100K+ on them but again thats it.  My highest hit was 67k on a legendary crit with both fist of celerity and errant strike.
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Simonson
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« Reply #8 on: April 29, 2008, 03:00:46 PM »

if you aren't producing 50k+ hits its really not going to change much for you
I never get consistant 50k+ hits (and also don't see how you do that), yet i parse about 40% over the highest sorc due, in whole, to their crappy detaunt, not my "bugged" abilities Tongue
Even so i think a 40-50% dmg nerf will change a lot in my eyes  Cry
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Murugan
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« Reply #9 on: April 29, 2008, 05:24:09 PM »

You two are missing a buff somewhere, I have SNARF gear (comparatively) and I rarely hit for less than 50k on thousand fist line during boss fights.

Is your STR at or near cap (mine is not even at cap, only ~950 with full buffs and fully STR buffed meat) I assume it is.

You are macroing FoC, ES, and Quick jolt together?  You are getting cleric and war short term buff?  Pally aura?  All debuffs on mobs (maybe your raid setup is missing a class), do you have belt of the ages, and mithril runes of STR and Damage?  All I know is in my guild we all stack as many damage buffs as possible every big timer (5 min non buffed), I couldn't tell you the specifics but I can try to ask at tonight's raid.

I don't think Fujitsu is hurting on damage from his posts on the subject, but I'm hardly geared like Fusoya and I can replicate similar numbers.
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« Reply #10 on: April 29, 2008, 05:36:22 PM »

So I grabbed a 50 monk on test, stripped him naked, documented the resuls apporpriately. 

Stance - Dragon stance (Since it gives only health regen and no damage bonuses)
Wp - Weapons - Identical weapons 139-152
St - Str - 316 (+232.5 Dmg Bonus)
IH - Iron Hand - +200 melee damage
JS - Jin Surge - +364 damage

Note:  These tests were conducted on a L50 monk without Buffs (self buffs, others buffs, guild hall buffs) and completely naked other than the weapons.  The weapons themselves only gave +15 Str and had no other modifiers (such as % dmg). 



Damage Source
Wp + St
Wp + St + IH
Wp + St + Js
Wp + St + IH + Js   
Main Hand     
372 - 387
506 - 520
616 - 629
749 - 763
Off Hand     
185 - 193
251 - 260
306 - 315
372 - 381
Dmg Added MH / OH / Total Dmg

134-133 / 66 - 67 / 200 - 200
244 - 242 / 121 - 122 / 365 - 363
377 - 376 / 187 - 188 / 564 - 564

We can clearly see based on these results that Iron Hand (+200 melee damage) is adding +200 damage split amongst the main hand / off hand at approximately a 66% / 33% ratio (about 133 / 66)
We can clearly see based on these results that Jin Surge (+364 Generic Damage) is adding +364 damage split amongst the main hand / off hand at approximately a 66% / 33% ratio.  (about 243 / 121)
We can clearly see based on these results that when Iron Hand and Jin Surge, the additional damage is increased by 564 the total combined of +200 and +364 and is divided at a rate of 66% / 33% (about 376 / 188)

My conclusion is that +damage, regardless of source, is the same (other then what types of damage they affect) and in the case of melee based attacks is added at a rate of approximately 66% to the main hand and 33% off hand.  This includes the sources of +damage known as Iron Hand and Jin Surge.
« Last Edit: April 29, 2008, 11:01:08 PM by Sung_Entune » Logged

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« Reply #11 on: April 29, 2008, 10:49:19 PM »

For further reading check:  http://forums.station.sony.com/vg/posts/list.m?start=0&topic_id=31493#369726
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Fujitsu
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« Reply #12 on: April 30, 2008, 07:34:15 AM »

Every time i test and +damage buff thats not what i see.  I see 100% goes to the main hand and 50% goes to the off hand, every time.  As a whole 66%/33% is accurate in that of the total 300 damage added, 66% is on the main hand.

Ive done this test naked , and with full raid buffs, and i see the exact same thing both times.


***Yes i have jolt/errant/celerity macroed
***Yes i have war/pal buffs (pal only some times)
***I always group with a cleric/bard, and have bear shm buffs


As for that on test, is that new cause this is as of right now on live?
Naked (minus 2 flawless fistwraps of striking)
Str: 357 (+276 dmg)

                                       Main                                     off hand
Wpn:                        139-152 (avg: 145.5)                139-152 (avg: 145.5, 72.75)
wpn+str:                   409 - 423 (avg: 416)                203 - 211 (avg: 207)
Melee - wpn:            270 (97% of str bonus)           134.25 (97% of 0.5*str bonus)
wpn+str+ironhand     622-635 (+212 dmg)              309-317(+106 dmg)
wpn+str+ih+FS          718-731 (+96)                         356-364 (+48)


FS= frenzied symbiot, +86 damage

So as you can see your numbers are vastly different then mine.










So i parsed last night heres my log of just the thousand fist line.

[22:19:27] Your <highlight>Thousand Fists IV</color> hits DREAD LORD MALAZATH for <highlight>50490 (36891+13599)</color> damage.

Your <highlight>Thousand Fists IV</color> hits SENATOR DEMETRIUS for <highlight>52843 (37490+15353)</color> damage.
[22:29:53] Your <highlight>Thundering Fists III</color> hits SENATOR DEMETRIUS for <highlight>61373 (44650+16723)</color> damage.
[22:29:55] Your <highlight>Legendary Fists</color> hits SENATOR DEMETRIUS for <highlight>60904 (43485+17419)</color> damage.
[22:29:58] Your <highlight>Fists of Transcendence</color> hits SENATOR DEMETRIUS for <highlight>62028 (43712+18316)</color> damage.

Thats with errant/jolt celerity each time. 
« Last Edit: April 30, 2008, 08:03:29 AM by Fujitsu » Logged

Hakuan
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« Reply #13 on: April 30, 2008, 08:05:53 AM »


i like how you link that post as a proof of how it works, then use that post to link here and go see this is how it works.

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Sung_Entune
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« Reply #14 on: April 30, 2008, 11:08:42 AM »


i like how you link that post as a proof of how it works, then use that post to link here and go see this is how it works.



It was redundant for Fuj to have posted in both spots before checking his facts.  I linked to here because VGplayers Table formats sucks, it's much easier to use the Joomla system which vanguardmonks and vgbards uses to accuractly show data.  I posted the explanation of what the abilities are doing there because that is where talisker posted his thread.  I cross linked the two so that they could both be taken into consideration.
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