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Spiritual Seed math

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10/26/2019 5:11:48   
Primate Murder

Similar to my last post, I'm wondering at the math behind Spiritual Seed.

According to Axemaster's Burden's InfoSubs, a delayed turn effect is worth 1% melee, but Spiritual Seed effects, delayed by 3 turns, certainly deal more than 3% extra damage.

So, how does one calculate the damage behind Spiritual Seed? (ex: how much damage would a 5% spiritual seed MC deal, presuming 50/50 save and 3 turn delay)
AQ DF  Post #: 1
10/26/2019 19:41:05   
Legendary Ash

Spiritual Seed's entry has a (1 + [OriginalDuration]/100) compensation.
So 3 turns equals (1+3/100) compensation.
AQ  Post #: 2
10/26/2019 23:30:41   
Primate Murder

But that can't be right. I mean, I've looked at the entries for other Spiritual Seed items, and they deal around 2x damage than they cost (even accounting for the 50/50 save).

- Wyrm Knight's Fang pays an MC on a 20% special, so 25% melee for a power 0.25 SS (worth 50% melee due to 50/50 save). After 3 turns, it deals an average of 174 damage, which (174/151) is worth 115% melee or 2.3 times the damage it should be!

- The paxian Golem pet inflicts power 0.167 SS, which as seen above, is worth 33.4% melee. After 3 turns, it deals an average of 78 damage, which is (78/151) 51.66% melee or 1.5 times the original damage.

- Healing Seeds should heal hp worth (200 * 0.9 * 0.85) or 153% melee, presuming Cha=VStat. Yet, after 3 turns, they heal an average of 500.5 or 331% melee, which is 2.16 the original damage.

As you can see, while I am unable to pin down the exact modifier, it seems to be much higher than 3%.

< Message edited by Primate Murder -- 10/26/2019 23:53:53 >
AQ DF  Post #: 3
10/27/2019 1:26:11   
Legendary Ash

Assume 200 Mainstat and Luk
Wyrm .5(49+299)*80/85 = 163.764
Golem .5(15+141)) = 78 *30/31 from randomness compensation = 75.483
Healing Seed .5(141+860) = 500.5
After Engine #39 Half of a Lv 150G spell using Whirl Tide, which is equivalent of a Neutral lean armor attack .5(.5(269+447)+11.1(25+3.75)) = 338.5625
Before Engine #39 the above was equal to 345.5, due to Luk being 5 instead of 3.75

163.764/338.5625 = .483705, which is slightly less than the 50% melee due to a +0 save if you divide the value by .5 = .96741.
75.483/345.5= .22575 which is more than the 16.7% melee its supposed to represent, if you divide the value by .166 = 1.35, at least a *1.03 compensation is required by the Spiritual seed status condition entry.
500.5/338.5625 = 1.4783, which is slightly less than the 153% melee, if you divide the value by 1.53 = .9662.

This shows a consistent percentage by how much they are off by, which means there isn't a problem with inconsistency except with the Golem.

< Message edited by Legendary Ash -- 10/27/2019 1:34:49 >
AQ  Post #: 4
10/27/2019 1:46:50   
Primate Murder

Yeah, my bad, I didn't know DoT effects get some compensation for not using stats. Using Werewolf's Power 1 Bleed, 100% melee on DoTs is worth 318.5 damage, which makes SS damage a lot more consistent and understandable.

A little disappointing (no op delayed damage strats), but at least now I know why.

AQ DF  Post #: 5
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