lolerster
Member
|
@Kurt96: My guess is that you got those numbers from the wiki page. The calcs there are outdated. Bloodzerker hits much harder than bloodmage with Booster pets. The misunderstanding comes from the fact that nobody looks at the calcs, just the final numbers. Furthermore, 7.7 is not a fair number to use for bloodmage. If you would hear me out here: The page uses the following formula from Bloodmage: 2*(1+0.3+0.5+0.28125)*1.84977 However, the 0.28125 comes from Arcane Cutlass (Arctic Athame for Cryomancer and Tsunami Pen for Hydromancer). This is all well and good...if you are gimping your weapons inventory. The problem with running Arcane Cutlass is that you are sacrificing that slot for a Bloodblade/Bloodzerker blade for every element you want the spell boost in. This is hardly a fair comparison considering that CIT can be ran with almost 0 drawback and you need to reserve only 1 weapon slot for Morningstar Cross. If you have Blade of Briar, this is not even a drawback. If you choose to run a neutral no-drop, the combination of Gemini Shield + Firework Buckler/Cerberus Ward or War Torn Heirloom + Firework Buckler will cover every element with a 26% shield. If you choose to run an elemental no-drop, you need only 1 compression shield. Conversely, running the spell booster require you to sacrifice multiple slots for very inferior weapons. Also, the formula is very outdated. (it just doesn't assume the max possible boost). Double booster pets caps out at 0.34 for spell damage bonus, not 0.3 as suggested by the formula (0.204 from guest, 0.136 from pet, as suggested by the tooltip). This is also the maximum possible boost. That being said, the difference is pretty marginal. More even more misleadingly, the formula for Bloodzerker + Morningstar Cross is as follows: 2*2*(1+0.6+0.2-0.05)*1.1*1.5/1.1 Which suggests that booster pets is contributing to 0.6 additive damage in the formula However, in reality, booster pets boost weapon damage by 0.905 (0.543 from guest, 0.362 from pet). These are numbers from Poelala's tooltip and also the maximum possible boost. Maybe someone want to confirm with Therndas/Dunamis. From what I know Poelala no longer has the 4/3 bonus for magic weapons. The maximum possible boost is 0.905 * 3/4 = 0.67875 So in reality, when you nuke, a more apt comparison would be (assuming you are optimized on items): Bloodmage: 2*(1+0.34+0.5)*1.84977 = 681% melee Bloodmage + Arcane Cutlass 2*(1+0.34+0.5+0.28125)*1.84977 = 784.8% melee For those that are wondering, +0.34 is the Poelala boost, +0.5 is the 50% extra damage from the blood spell, *2 is the spell multiplier and *1.84977 is the elecomp. Bloodzerker + Morningstar Cross 2*2*(1+0.9050.67875+0.2-0.05)*1.1/1.1 = 731.5% melee Bloodzerker + Morningstar Cross + CIT 731.5% * 1.5 = 1097.25% melee For those wondering, the first *2 is the skill melee multiplier, the second *2 is the Morningstar Cross multiplier, +0.905 0.67875 is Poelala boost, +0.2 is Bloodzerker's health cost boost, -0.05 is Morningstar's downtrigger, *1.1 is the damage boost given to 100% proc no special weapons, /1.1 is the inherent penalty for these types of skills Bloodzerker + Blade of Briar 2*2*(1+0.9050.67875+0.2-0.25)*1.25 = 814.375% melee Bloodzerker + Blade of Briar + CIT 814.375% * 1.5 = 122.15625% melee I don't know Blade of Briar's effect too well, so I just copy pasted the wiki formula being used. Sorry, but no explanation for the +0.2 and -0.25 numbers. The *2 is the melee skill boost, the 2nd *2 is the BoB active, +0.2 is Bloodzerker's damage boost and -0.25 is the penalty for using BoB But wait there's more. Bloodzerker costs a more 30 points of health per use. Bloodmage costs 151 points per use. More fair comparison below. But WAIT, there is EVEN more. Due to the fact that Bloodzerker + Morningstar or Bloodzerker + Blade of Briar have much higher multipliers (numbers being multiplied outside of the bracket), the gap between them and Bloodmage grows even higher with additive effects. For example, if you are using Chilly/Ramssy/Moglightnaut, their effects are 33% stronger. The 0.905 becomes 0.996 while the spell boost is increased from 0.34 to something like 0.374, so the absolute difference in power only widens. And WAIT, there is yet EVEN more. If mages use the same combo, they are using 490 SP instead of 392 SP. This is straight up wrong. Warriors' cost is 491 per use. Mages require 540 SP. Don't forget magic weapons also have a 3/4 penalty just in general, though this does not effect skill damage. Even if we assume I made a mistake with the 0.905 and use the 0.6/0.3 provided by the wiki, we are looking at 666% melee for bloodmage vs. 700% melee for bloodzerker if you don't want to gimp your weapon inventory. It was a mistake. Calcs now fixed. So I'm not sure why this idea of mages being able to do more damage stuck around. This has not been true since Bloodzerker/Old-std nukes were introduced. Mages are much more convenient and versatile due to their access to mana and mana getting healed every 2 battles in non-challenge quests. Mages are tankier due to mana shields being so broken ( see this post I made on Reddit). Because of this, they are also better in many challenge quests. But more damage? This hasn't been true for a while. Their max damage output has been the same for a very long time and there is a pretty big gap from the runner-up. Basically: Blade of Briar/Bloodzerker Warriors will always beat out any kind of Bloodmage set-up in damage, regardless of if Cutlass/CIT are used. Costs 491 SP/30HP (mages can achieve the same using 589 SP) vs. 653 mp/151 Hp Morningstar Cross/Bloodzerker/CIT Warriors will always beat out any kind of Bloodmage set-up in damage as well, regardless of if Cutlass/CIT are used. Costs 491 SP/30HP (mages can achieve the same using 540 SP) vs. 653 mp/151 Hp Morningstar Cross is beaten out by Bloodmage + Cutlass by about 53.3% melee. This is a lot less than it sounds as means it deals about 6.8% less damage. It will always win by a large margin when using CIT. Costs 491 SP/30HP (mages can achieve the same using 540 SP) vs. 653 mp/151 Hp. So it feels kind of strange to say warriors can't nuke if CIT gets changed/nerfed, because, well, the damage is more or less the same. Perhaps someone might want to check my calcs and numbers just to be certain. Ty to Gavers for checking my work. For those wondering, HSVV + CIT works out to be 1046%, Taladosian works out to be 1060% and WKZ works out to be 1106%. This is also part of the reason that I believe that Booster pets cannot exist in their current state. They are absolutely bonkers op while saving you 250 points of stats in CHA. @Buk Kek Siansu: As mentioned by others, CIT even now is used primarily under stun/celerity, for a OHKO or where damage taken simply doesn't amtter. Increasing damage taken is a superficial change, though this is more of a flaw with stun meta than with the idea. Even if the damage is increased to the point where I get 1-shotted by any attack, I would still run it. However, maybe it can be a toggle that consumes health each turn it is equipped.
< Message edited by lolerster -- 12/11/2019 8:42:14 >
|