Jump to content

[Fix][alt.patch from #66 post in [8237]] Mobs and AttackPower


Auntie Mangos

Recommended Posts

And how do you know what values should they have? The values you are getting might be already processed. E.g. they already include AP.

Logs, straight from official. And as i said, the mindmg, maxdmg i pasted here _most_ likely have AP plussed to them, since when compared to bestiary (the book) values, the mindmg, maxdmg match pretty much 100%, but theres still the AP from the log. So mindmg, maxdmg can be ignored, but the question is attackpower, which should be 642.

Link to comment
Share on other sites

  • Replies 73
  • Created
  • Last Reply

Top Posters In This Topic

I took the values from post #20 and got:

damage from AP: 2000/1000 * 642 / 14 = 91.71...

mindmg: 422-92 = 330

maxdmg: 586-92 = 494

attack_power = 642

dmg_multiplier = 1.0

With these values and the patch i get ingame on a Lvl 80 Warrior, 38.54% damage mitigation:

258 - 358 (combat log)

=> 420 - 582 raw

with demoralizing shout (-411 AP):

224 - 325

=> 364 - 529 raw

average reduction of 55, slightly less than expected (~58) but very close to those tankspot values

Link to comment
Share on other sites

If data in tankspot is remotely true, this worm has to have 571 AP * multiplier, because a 571 debuff would strip it off all the AP bonus damage.

Now assuming Seizer's data to be true as well, the dmg multilpier = 1.125

[HIGHLIGHT=cpp]571 AP

2010 baseattacktime

293 mindmg

439 maxdmg

1,125 multiplier[/HIGHLIGHT]

Link to comment
Share on other sites

Just for clarify thread state: I think reverting as suggested in first commit not sollution for any still existed probem.

Old way also have real problems with work. So i not move this thread to rejected for make it place for find required changes in current code if need any. At least Seizer and Dagguh have nice discussion ;)

Link to comment
Share on other sites

Hm what was so wrong with the "old way"?

Dagguh and me are basically arguing that the damage multiplier is all that was needed, and that will stay with the proposed "revert" patch.

I just don't see a need to change the way attack power contributed to damage, it screws damage for all creatures right now and requires recalculations of all values to get back to values reported from official servers, without allowing any new mechanic.

No doubt without the damage multiplier elites and especially bosses had way to much attack power and debuffs had a far too weak effect, but when bosses like Maexxnar get a multiplier of 40, the old damage and attack power values only need to be divided by 40 and it should be fine.

Mobs may still have too high or low attack power, but that's a matter of researching how big the AP contribution really is, it seems the 30% stated on wowwiki is quite a bit over the real percentages, looking at values with different talent buffs indicate the cap is quite a bit below 30% for normal mobs and even bosses.

Link to comment
Share on other sites

Im not sure how much clearlier i can say this, but we have 100% blizzlike AP values for mobs 1-81 lvl, 82, 83 are just continued by the formula shown by the other 81 entries.

Same thing for damage. By the expection that the dmg needs to have the AP contribution cut off.

To bottom point: Core needs to be adjusted to handle these values, and attackpower > 900 does not belong in them.

Nor should baseattack time be modified manually, as it is send in packets.

For the old ap system, it was very wrong in this case.

Link to comment
Share on other sites

I never calculated AP that is > 900.

BTW. I didn't mean that baseattacktime needs changes, (even thought it might), the caluclated differences are negligible ( < 1%) and might come from precision errors.

A series of question to Seizer. Please answer them, if you would be so kind:

You say DB has correct AP values for mobs 1-81 and the rest is derived, do you mean 381 or the upcoming 382?

Because on 381 e.g. Infesting Jormungar has 192 AP, and you said he should have 642.

Are you planning to utilize dmg_modifier?

Are you going to adjust DB data to match current core mob damage formula or do you consider the current formula right?

Could you give me an example of min/max dmg, ap and multiplier for Maexxna that the next updatepack will use?

Link to comment
Share on other sites

You say DB has correct AP values for mobs 1-81 and the rest is derived, do you mean 381 or the upcoming 382?

AP is not touched in 381. Expect offcourse the AP from packets added to mobs which could have it.

Because on 381 e.g. Infesting Jormungar has 192 AP, and you said he should have 642.

- It's unit_class is 0, thus it is not part of the dmg / ap change queries.

Are you planning to utilize dmg_modifier?

- Already utilized in 381, but this offcourse need spesific multipliers for spesific bosses.

Are you going to adjust DB data to match current core mob damage formula or do you consider the current formula right?

- My current plan is to use the pure dmg, attackpower values which i've gathered from retail, this part most likely needs core work. What me and MuuGi looked at, some mob's AP = dmg ratio was 5.2 some had 6.8 etc, it was changing. (This as in ap contribute straight to mindmg, maxdmg)

Still need more research and some way to be able to use the real AP values and achieve correct dmg, and -ap spell effectiveness.

Could you give me an example of min/max dmg, ap and multiplier for Maexxna that the next updatepack will use?

- I have not done any actual sql work for this case yet, as there are still things to be solved in formulas and how to use the values. But as basevalues i would use these:

mindmg = 509, maxdmg=683, attackpower=805. And dmg_multiplier would be 36. As looking the pictures from this link : http://www.tankspot.com/forums/f14/42342-level-80-boss-ap.html

Though she does have demo shout up on all of them so dmg_multiplier can be a bit higher, like the 40 suggested here many times.

But as of current, if dmg mult would be 36. The maxdmg of the boss would be (683 + 805) * 36 = 53568 on 0 armor target.

So if you'd have 60% dmg reduction (Pretty much top notch armor would be needed for this)

You'd still suffer 32k dmg per hit. Reading a bossguide the particular boss should be doing ~5k dmg or less in a plate.

So with these values, if you can get her to do that ~5k dmg, and have the -ap debuffs working well (Btw, i assume that she should do ~7k dmg or so.. where that 5k is calculated when you have demoralizing shout up, as everyone always have.)

Then it i's going to right direction.

Link to comment
Share on other sites

It's unit_class is 0, thus it is not part of the dmg / ap change queries.

So he'll remain with 192 AP. So a -192 DemoShout will decrease his DMG by 192 => his DPS by 96. Looking at tankspot, on official -414 DemoShout is not enough to bring his AP to zero (in fact 571 is needed) and even stripping him out of his entire 571 * multiplier AP would decrease his DPS by ~ 92. So a skill that is 3 times weaker here than on the official is stronger than the official.

BTW. Are mobs that do not have any class going to receive it some day? You sadi yourself, that Jormungar is a Warrior, so unit_class should be = 1

But as of current, if dmg mult would be 36. The maxdmg of the boss would be (683 + 805) * 36 = 53568 on 0 armor target.

So if you'd have 60% dmg reduction (Pretty much top notch armor would be needed for this)

You'd still suffer 32k dmg per hit. Reading a bossguide the particular boss should be doing ~5k dmg or less in a plate.

So with these values, if you can get her to do that ~5k dmg, and have the -ap debuffs working well (Btw, i assume that she should do ~7k dmg or so.. where that 5k is calculated when you have demoralizing shout up, as everyone always have.)

Then it i's going to right direction.

Yea that amount of damage would be ridiculous,. So, you are going to fill DB with these pure values, and core forumla should be adjusted so that the output is blizzlike? If so, I'm gonna look into this tonight.

For a temporary addition to my core revert, if anyone wants to play with AP buffs/debuffs working OK, I am updating my first post with a SQL "solution" which involves subjecting mindmg, maxdmg and attackpower values to minlevel.

Link to comment
Share on other sites

" So he'll remain with 192 AP. So a -192 DemoShout will decrease his DMG by 192 => his DPS by 96. Looking at tankspot, on official -414 DemoShout is not enough to bring his AP to zero (in fact 571 is needed) and even stripping him out of his entire 571 * multiplier AP would decrease his DPS by ~ 92. So a skill that is 3 times weaker here than on the official is stronger than the official.

BTW. Are mobs that do not have any class going to receive it some day? You sadi yourself, that Jormungar is a Warrior, so unit_class should be = 1"

Most of this can be ignored straight away, as the mob has unit_class, thus it's dmg, ap is not relevant. Mobs will slowely get their unit_classes (this requires one to see the creature ingame to get it, thats ~26000 creatures)

"Yea that amount of damage would be ridiculous,. So, you are going to fill DB with these pure values, and core forumla should be adjusted so that the output is blizzlike? If so, I'm gonna look into this tonight.

For a temporary addition to my core revert, if anyone wants to play with AP buffs/debuffs working OK, I am updating my first post with a SQL "solution" which involves subjecting mindmg, maxdmg and attackpower values to minlevel."

That would be the main plan, that there is no need to change anything else for mob expect dmg_multiplier. Offcourse the mindmg / maxdmg need to be lowered by the amount of ap included in it.

Link to comment
Share on other sites

So what happens when Dagguh's code + DB temporary fix is applied? Generally, for gameplay? In comparison to what feels or is blizzlike? Can you fill this in for a server caretaker driven crazy, please?

(in very low/low/normal/high/very high cathegories)

Normal mobs will hit..? ____________

Elite mobs will hit..? ____________

Dungeon trash mobs will hit ____________

Bosses will hit..? __________

We will be having an update soon and I'm curious if this patch is a good, temporary solution to mob dmg problems.

Thx

(sorry for noob question, I read the thread, but some of it is just too technical, and I'm more of an RP admin on my server)

Link to comment
Share on other sites

Hi people.

I have done a small research based on numbers taken from your posts and the formula from the wiki.

So I am asking is my calculations correct ?

From wiki:

(DPS_from_AttackPower + Base_DPS) * Multiplier

DPS from AP is AP / 14

so an NPC with lets say 574 AP has 41 AP DPS

Now we have ( 41 + Base_DPS) * Multiplier

NPC has minimum dmg 382 and attack speed of 2010 ( 2.01 seconds).

So, 382/2.01 = 190 Base DPS (minimum).

Until here:

( 41 + 190 ) * Multiplier

Let's say creature is a Boss, so let's put Multiplier 40

now we have ( 41 + 190 ) * 40 which is 231 * 40 = 9240

now let's say there's a tank with 60% damage reduction,

that's 9240*0.6 = 5544 damage.

We start over for the max damage:

( 41 + (513/2.01) ) * 40 = ( 41 + 255 ) * 40 = 11840 max damage * 0.6 ( damage reduction ) = 7104 damage.

So if Maexxna has 382-513 damage, 574 attack power and multiplier 40, we have blizzlike values, am I correct?

I have a question, if this is the way things are done, what is the problem in correcting the formula in the core ? I have no idea of C/C++ programming and I am curious what stands between MaNGOS and the right formula? Thanks in advance !

Link to comment
Share on other sites

Hi people.

I have done a small research based on numbers taken from your posts and the formula from the wiki.

So I am asking is my calculations correct ?

From wiki:

(DPS_from_AttackPower + Base_DPS) * Multiplier

DPS from AP is AP / 14

so an NPC with lets say 574 AP has 41 AP DPS

Now we have ( 41 + Base_DPS) * Multiplier

NPC has minimum dmg 382 and attack speed of 2010 ( 2.01 seconds).

So, 382/2.01 = 190 Base DPS (minimum).

Until here:

( 41 + 190 ) * Multiplier

Let's say creature is a Boss, so let's put Multiplier 40

now we have ( 41 + 190 ) * 40 which is 231 * 40 = 9240

now let's say there's a tank with 60% damage reduction,

that's 9240*0.6 = 5544 damage.

We start over for the max damage:

( 41 + (513/2.01) ) * 40 = ( 41 + 255 ) * 40 = 11840 max damage * 0.6 ( damage reduction ) = 7104 damage.

So if Maexxna has 382-513 damage, 574 attack power and multiplier 40, we have blizzlike values, am I correct?

I have a question, if this is the way things are done, what is the problem in correcting the formula in the core ? I have no idea of C/C++ programming and I am curious what stands between MaNGOS and the right formula? Thanks in advance !

There is no problem in correcting the formula itself. You have used values calculated by me, and as you can see they work perfectly.

However, we have a huge problem with obtaining the data for DB. There is no effective way to obtain these values for all mobs. You'd have to run around on official with 0 damage reduction get hit many times to probably get all the possible damage values (min-max range) and try that again with a weak AP debuff and a maximum one you can achieve. This is too much hard work, unless we get multiple "workers". The case of Maexxna was quickly solved thanks to the Beast Lore skill. http://www.wowhead.com/?spell=1462

Link to comment
Share on other sites

There is no problem in correcting the formula itself. You have used values calculated by me, and as you can see they work perfectly.

However, we have a huge problem with obtaining the data for DB. There is no effective way to obtain these values for all mobs. You'd have to run around on official with 0 damage reduction get hit many times to probably get all the possible damage values (min-max range) and try that again with a weak AP debuff and a maximum one you can achieve. This is too much hard work, unless we get multiple "workers". The case of Maexxna was quickly solved thanks to the Beast Lore skill. http://www.wowhead.com/?spell=1462

Actually not.

We only need to know the creatures unit_class, then we can assign it it's dmg / ap / armor.

For normal creatures we can have dmg_multiplier = 1 always,

We just look at creatures level, and unit_class, let's say it's maxlevel = 63, unit_class = 1.

Then we just look at the table data i gathered (Available in udb, content development section, stickied post)

And put those values for it.

As i am 90% sure that big b uses same values for samewise mobs, the dmg_multiplier only changes for elites, rare elites, world bosses.

And for elite's it most likely just needs some generic query (Eg dmg_multiplier = 3 for all of em)

Only bosses need to have their own modifiers, but you can get hint's off their dmg from strategy guides, or just go and try yourself.

This is the reason why unit_class & dmg_multiplier was implented, no need to do dmg separetly for 27 000 mobs.

Link to comment
Share on other sites

*UPDATE* MOST UP TO DATE PART AT BOTTOM OF POST, FROM TOP TO BOTTOM IN OLDEST TO NEWEST ORDER. BEFORE THE --------- LINE IS JUST EARLIER RESEARCH, LEFT THERE FOR COMPARISON

Here is some progress on me, sorry not in patch format yet.

This is how i modified the code :

   UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

   [b]float att_speed = float(GetAttackTime(BASE_ATTACK))/1000.0f;[/b]

   float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) [b]/ 14.0f;[/b]
   float base_pct    = GetModifierValue(unitMod, BASE_PCT);
   float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
   float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
   float dmg_multiplier = GetCreatureInfo()->dmg_multiplier;

   float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
   float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

   float mindamage = ((base_value + [b](weapon_mindamage / att_speed)[/b]) * base_pct + total_value) * total_pct * dmg_multiplier;
   float maxdamage = ((base_value +[b] (weapon_maxdamage / att_speed[/b])) * base_pct + total_value) * total_pct * dmg_multiplier;

   SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
   SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);

Modified parts are blacked.

And these values i used :

mindmg = 422

maxdmg = 586

attackpower =642

baseattacktime = 2000

With this i would get

- 45.8 DPS from attackpower

- 211 DPS from mindmg

- 293 DPS from maxdmg

mindmg before any modifiers (armor etc) = 256.8

maxdmg before any modifiers (armor etc) = 338.8

What such mob should do as dmg:

425 - 566 dmg

We could put 1.6 dmg_multiplier, but then it would backfire instantly as there would be a need to check every other mob aswell.. For bosses this is offcourse ok, since you can just change dmg_multiplier if dmg seems a bit odd, but for normal mobs the goal is to have dmg_multiplier = 1 and the other dmg related stats untouched, yet still achieve correct output dmg.

As you can see, mindmg, maxdmg, is pretty much close the same in db than the actual dmg the mob hits in official, but the moment ap is calculated in it, it goes wrong.

Maybe don't transform mindmg, maxdmg to DPS at all, let them be as values, just use AP as DPS.. (As you remember, 422 - 586 in db already have AP added to them)

So then you would use code like this:

   UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

   float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f;
   float base_pct    = GetModifierValue(unitMod, BASE_PCT);
   float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
   float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);
   float dmg_multiplier = GetCreatureInfo()->dmg_multiplier;

   float weapon_mindamage = GetWeaponDamageRange(BASE_ATTACK, MINDAMAGE);
   float weapon_maxdamage = GetWeaponDamageRange(BASE_ATTACK, MAXDAMAGE);

   float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct * dmg_multiplier;
   float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct * dmg_multiplier;

   SetStatFloatValue(UNIT_FIELD_MINDAMAGE, mindamage);
   SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxdamage);

Nearly the same as threads starter, but attackspeed dropped out. I don't see a reason for it being there..

Then the gathered data could be used, but after mindmg, maxdmg have been reduced by the amount of dmg AP gives to them..

* more edit..

for the interested ones : http://udbforums.org/index.php?topic=12856.0

the topic of the table, in which you could use query like :

update creature_stat set mindamage = round(mindamage - (attackpower / 14));

update creature_stat set maxdamage = round(maxdamage - (attackpower / 14));

And then put those in db

------------------------------------------------------------------------------------

More edit

This is the corediff

diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp
index b22ccd0..5e3abc9 100644
--- a/src/game/StatSystem.cpp
+++ b/src/game/StatSystem.cpp
@@ -796,7 +796,7 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)

    UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

-    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType);
+    float base_value  = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType) / 14.0f;
    float base_pct    = GetModifierValue(unitMod, BASE_PCT);
    float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
    float total_pct   = GetModifierValue(unitMod, TOTAL_PCT);

For DB part, if you are using UDB 381 apply these (For other DB's can't really help ya now):

UPDATE creature_template SET mindmg = round(mindmg * 7), maxdmg = round(maxdmg * 7) WHERE unit_class != 0;
update creature_template set mindamage  = round(mindamage - (attackpower / 14)) WHERE unit_class!= 0;
update creature_template set maxdamage  = round(maxdamage - (attackpower / 14)) WHERE unit_class!=0;

Ignore elites / world bosses / etc which have higher modifier than 1, i ignore them for now.

But offcourse you can test bosses (Like maexxna for example) And see how -ap debuffs work on them now, i cannot currently test this myself..

anykind of feedback would be greatly appreciated..

And see how it pays off.

Link to comment
Share on other sites

I can follow you up to:

With this i would get

- 45.8 DPS from attackpower

- 211 DPS from mindmg

- 293 DPS from maxdmg

But those values:

mindmg before any modifiers (armor etc) = 256.8

maxdmg before any modifiers (armor etc) = 338.8

...are still DPS values, damage per second, not per actual swing.

Nearly the same as threads starter, but attackspeed dropped out. I don't see a reason for it being there..

For exactly that reason, converting DPS back to damage per swing, so slower hitting mobs (with accordingly higher min/max dmg but same overall DPS) get their damage per swing reduced more from demoralizing shout, to net the same percentual reduction.

That's also why your damage above comes out too low. Not by 2.0 because you effectively had AP contributing twice, but you noted later you had to substract it in database:

Then the gathered data could be used, but after mindmg, maxdmg have been reduced by the amount of dmg AP gives to them..

That was the point of the first proposed patch after all, the only difference remaining is that the 45.8 DPS from AP with attack time of 2.0s gives 91.6 damage per swing.

Hence my previous calculation to substract 92 from mindmg and maxdmg in DB, not 46 as you would suggest.

Of course it would be nice if the core would only substract (or add in case enemy gets buffed) the difference from current AP to its base attack_power given in the database, so you really can set your 422dmg/586dmg/642AP/2000ms from the example,

But i'm not sure you can query the base value with existing Unit functions...

Link to comment
Share on other sites

Well i prefer to think it this way;

The total DPS of mob is the combined mindmg, maxdmg, baseattacktime.

Where ap, dmg are calc together (as in core atm) and it transforms to the actual DPS within the game itself, since the mob

will be hitting you for 100 - 150 dmg every 1.5 seconds, thus you get the DPS from that, no need to calculate it in core and then calculate it again while doing the actual combat..

but feel free to put your thoughts in actual code, as it's much easier to understand what youre after..

Link to comment
Share on other sites

Hm i'm not sure what exactly you meant by "it transforms to the actual DPS within the game itself".

Basically i wanted to point out that you must not mix absolute damage values with DPS values in calculations.

mindmg and maxdmg in database are absolute values (per swing), while AP is DPS*14 (an average per time interval). If you just add an absolute value and a DPS value together, you won't ever get correct results.

In your last version, the effectiveness of attack power buffs/debuffs depend on the attack speed.

Slow hitting mobs get a smaller percentual reduction in overall damage than faster hitting ones.

Say a mob hitting with 100 damage every second should get a 15 DPS reduction from demo shout, so it now hits you with 85 every second, that's 15% less. So far okay.

Now another mob hitting with 200 damage every two seconds only gets a 7.5 DPS reduction, because the calculation reduced per swing values from 200 to 185 and continues to hit every two seconds. But it should reduce damage from 200 to 170 to give the same 15 DPS reduction.

About mindmg and maxdmg in the database, i think i found a way to express what i mean in code.

Without any buffs/debuffs, the mob will hit with mindmg to maxdmg per swing, independent of AP. This way, AP only defines how much DPS you can remove via debuffs, or how much stronger it becomes from percentual AP buffs, if those exist...

[HIGHLIGHT=diff]diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp

index 2e512c3..f215555 100644

--- a/src/game/StatSystem.cpp

+++ b/src/game/StatSystem.cpp

@@ -803,7 +803,9 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)

UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;

- float base_value = GetModifierValue(unitMod, BASE_VALUE) + GetTotalAttackPowerValue(attType);

+ /* difference in AP between current attack power and base value from DB */

+ float att_pwr_change = GetTotalAttackPowerValue(attType) - GetCreatureInfo()->attackpower;

+ float base_value = GetModifierValue(unitMod, BASE_VALUE) + (att_pwr_change * GetAPMultiplier(attType, false) / 14.0f);

float base_pct = GetModifierValue(unitMod, BASE_PCT);

float total_value = GetModifierValue(unitMod, TOTAL_VALUE);

float total_pct = GetModifierValue(unitMod, TOTAL_PCT);[/HIGHLIGHT]

If you put this in the DB:

mindmg: 422

maxdmg: 586

attackpower: 642

baseattacktime: 2000

I observed hits with 422-581 (what a surprise...), and with demo shout (-411AP), it does 362-525 damage.

Now go check that tankspot link again...

Absolute minimum damage range with a debuff >= 642AP would be 330-494 (minus 91.7 dmg or 45.8 DPS), but i can't test that right now...

Link to comment
Share on other sites

^

I tested that a bit, and it seemed to work ok on mobs with dmg_multiplier = 1 , but if mob (eg boss) had dmg_multiplier = 30,

and you used demoralizing shout, it only put down it's dmg by like 8-10%.

Like i have maxdmg = 683, ap = 805, dmg_multiplier = 30, tank gear on. The mob hits me for = 8858, i use demoralizing, now it hits me for = 8325.

Link to comment
Share on other sites

Hm unfortunately i don't have too many value references there.

If i substracted the demo shout correctly, Maexxna (heroic) should have 19556-26837 damage range.

using the reported -764 damage from -131.2 AP (0/5 improved demo shout vs. 4/5 improved demo shout), and 2.0s attack time:

(764/2) / (131.2/14) means AP modifying effects are 40.76 times stronger than on normal creatures.

I don't know if "heavy snowfall" uses such fractional numbers.

If we assume a round 40 as multiplier, she would have mindmg = 488.9, maxdmg = 670.9, attackpower = 573, dmg_multiplier = 40

For the Azure Mage Slayer (heroic violet hold) i get a dmg_multiplier of merely 1.8, but they seem to be weak and randomly spawned trash, hardly a typical heroic creature.

Another >thread< with number for Uvuros (level 70 elite quest mob) give a dmg_multiplier of 9.0, again much more than i expected from a mob for a 4-man group quest.

The Lurker Below seem to have some special behaviour because the difference between mindmg and maxdmg changes with AP reduction, while on all other numbers so far it stays constant...inconclusive for now.

Finally the posted Aether Ray numbers there again give an expected dmg_multiplier of one, i.e. -1DPS for each -14AP.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use