CH4OT1C! -> RE: The Problem with the War Armor's Mayhem Skill and How It Can Be Improved (10/16/2019 6:22:18)
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In my previous posts, I tried to explain without numbers. This was, in hindsight, a bad idea. Instead, I decided to use the spreadsheet @AliceShiki created to run a few numbers. The following assumes 250 STR/DEX/INT/LUK (so maximum damage).When I ran the mayhem skill for void damage: Mayhem average damage assuming void: 1375.546477 Carnage average damage assuming 75%: 958.8143549 Carnage average damage assuming 108%: 1380.692671 I hadn't checked the numbers when I was talking with @Lord Tenebros about carnage outdamaging on 75% resists. However, I also found that when using Carnage on anything above 108% resistances, it outdamages Mayhem. Now, comparing it to a standard attack. I assumed a 130% resistance, as is standard. I kept the monster defences standard across both: Mayhem average damage assuming 130%: 894.1052098 The above plus a *1.2 damage misc: 1072.926252 Comparing that to a standard FO attacks Standard FO attack Melee: 586.1939455 Magic: 458.5016893 So, as has already been described, it is doing about 1.5x the damage of a standard melee attack. Going further: With Zealot's wrath: Melee: 674.1230374 Magic: 527.2769426 plus a *1.2 damage misc Melee: 808.9476448 Magic: 632.7323312 So, by using a standard damage misc and Zealot's wrath (baring in mind, this doesn't include LS bonuses) we're doing almost as much as the skill. Then we get onto the fun numbers: Standard Weapon-based skill in FO Melee: 1016.028647 Magic: 1016.028647 plus Zealot's wrath: Melee: 1168.432945 Magic: 1168.432945 plus a *1.2 damage misc: Melee: 1402.119533 Magic: 1402.119533 True, with the above I didn't add potential spellboosters (not that there are many available). I could have gone much further, adding boosters and the like, but omitted them because it would only ramp up the differences further. The fact: Mayhem doesn't do a lot of damage compared to even a Weapon-based equivalent, let alone one with runaway boosters.
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