%-based skills and their raw damage-to-energy cost ratios. (Full Version)

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Exploding Penguin -> %-based skills and their raw damage-to-energy cost ratios. (8/21/2013 1:25:54)

Here's just a tiny informational thread. This topic will be considering level 1, level 10, and the damage boost per stat point investment of %-based skills only on level 35 primaries, including +35 and +36 damage.

Double Strike
Percentages
Level 1: +15%
Level 10: + 42%
Increase per level: 3%
Damage Boosts[Formatted so that the first number before the "/" is for +35 weapons, and the second number is for +36]
Level 1: 6 (5.25)/6 (5.4)
Level 10: 15 (14.7)/16 (15.12)
Increase Per level: 1.05 / 1.08

You're going to get max efficiency using a sword with +36 damage boost at 9 skill point investment, where you will get 14.04 or +15 damage, only .04 over 14.

Berzerker
Percentages
Level 1: 35%
level 10. 80%
Increase per level: 5%
Damage Boosts
Level 1: 13 (12.25)/13 (12.6)
Level 10: 28 (28)/ 29 (28.8)
Increase per level: 1.75 / 1.8

At max level with a +36 damage primary it gives you +29 damage boost on turn 2 with only a moderate dex requirement. This skilll would actually be a very viable skill if it wasn't so punishing if it gets blocked.

Bludgeon
Percentages
Level 1: 23%
Level 10: 50%
Increase per level: 3%
Damage Boosts
Level 1: 9 (8.05) / 9 (8.28)
Level 10: 18 (17.5) / 18 (18)
Increase per level: 1.05 / 1.08

Similar to double strike in terms of damage increase per skill point investment. However, its base energy cost is 1/3 lower than double strike, always does physical damage, has higher base damage, but 1 turn extra cooldown (double the cooldown). Double strike is simply convenient because it has 1 turn cooldown, although most people neglect this fact and only add enough energy in their build for a single use of double strike. Bludgeon is an amazing skill because it has the best damage-energy cost ratio. You can get +9 damage for only 10 energy, with 1 skill point investment and it does a set damage type.

Deadly Aim
Percentages
Level 1: 5%
Level 10: 23%
Increase per level: Varied
Damage boosts
Level 1: 2 (1.75)
Level 10: 9 (8.05)
Increase per level: Varied

The max of deadly aim is the minimum of bludgeon. Max efficiency is at level 10, although the last 4 skill points you'll have to spend 2 skill points for only +1 damage, so sometimes I personally prefer 6 deadly aim and extra points into intimidate/reflex boost.

Massacre
Percentages
Level 1: 31%
Level 10: 120%
Increase per level: Varied
Damage Boosts[Like deadly aim, only applicable on +35 weapons]
Level 1: 11 (10.85)
Level 10: 42 (42)
Increase per level: Varied

Actually does over 100% your weapon damage boost at higher levels, although it used to do even more (140%) before it got nerfed. The damage progression per skill point investment is really awkward though, it arbitrarily switches between +8, +9, +11%, etc...

Well, hopefully this was a good read for those information-seekers. I added a little bit of extra insight and my own opinion too for the fun of it.




Sensei Chan -> RE: %-based skills and their raw damage-to-energy cost ratios. (8/21/2013 3:52:47)

I'm not sure how "Cheap Shot" works according to damage can you please add that one too and explain?




Predator9657 -> RE: %-based skills and their raw damage-to-energy cost ratios. (8/21/2013 14:20:06)

^ Cheap shot doesn't increase damage.




Exploding Penguin -> RE: %-based skills and their raw damage-to-energy cost ratios. (8/21/2013 20:42:16)

@Sensei Chan: Cheapshot ignores a % of the opponent's defense/resistance, and has a set, unchanging 25% crit chance.

This is how it goes (I think):
First, the RNG chooses an integer defense/resistance. If my defense is 1-2+10+6 (max armor and max hybrid armor), then the RNG will choose either 17 or 18. Supposing it chooses 18, a level 1 cheap shot ignores 10% defense so the level 1 cheap shot with a physical primary against my 18 defense would do an extra 1.8 or 2 damage.




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