Decided to do my best to get this into a "proper format" since I want to see this fixed, and so here I am doing QA's job...
Title: [Wl/R] Elite - Crime & Punishment - Damage Calculations Are Broken
Description:
For reference, the skill info is as such:
Crime and Punishment
Level 50 Elite for the Warlock/Rogue
Instant Cast / 4 sec cooldown
200 Range
Cost is 2 PSI/Soul Points
Only usable under the state of Willpower Blade.
Inflicts 120.0 Dark Damage on target. If target has been affected by Perception Extraction, Soul Pain, or Soul Poisoned Fang, then each
addition state will increase damage caused by Crime and Punishement by 25% and reset the effective time of these states.
So, more testing being done, and I found another warlock skill that is not performing as it should be. This time it is detrimental to the class combination.
When I only had a level 50 staff at level 55, the skill C&P was level zero (I had no TP in the skill), and it was hitting for ~15k when all the prerequisite DoT's were applied to make the skill hit harder. Now at level 58, with a level 57 staff (with a much higher mDmg and mAtk) and 50 levels into C&P, I am only hitting for ~10k with C&P.
How is this possible? At level 50 C&P has a base damage of 3120.0 and only hits for 10k, while Warp Charge (another level 50 instant cast skill) has a damage of 1295.0 and does ~8.5k in damage to the same target. C&P should be hitting for MUCH harder on this target. Let's have a look at some math, shall we?
If WC has damage 1295 and hits for 8.5k then 1295*2=2590 which would hit for 17k
So, roughly 2.5 WC is equal to 1 C&P with none of the DoT's applied. C&P with no dots applied should be hitting for around 20-21k.
NOW add in the DoT's, lets say all three DoT's are applied. Now, using RoM math logic, we know that 25% of the current damage of C&P will not be added up each time, for a final damage for C&P of ~39k. Just not how RoM math works, as was pointed out long ago by littlefeather
and midknight. If it did, then you would take 20k + 5k (25% of 20k) = 25k + 6k (25% of 25k) = 31k + 8k (25% of 31k) = 39k
This is not the case though with any skills in RoM, so lets take 20k + 5k = 25k + 5k = 30k +5k = 35k ... So C&P should be hitting this target for ~35k based on the damage from Warp Charge.
Version: Currently in 6.0.2.2662.en, but will be valid until the math is fixed.
Server: All of them.
Screenshot(s): N/A
For those that wish to challenge the math, here is the formula for determining how to calculate mDmg...
Quoted from "EntropyKnight;511497"
I know there have been several cases of upper-game mages feeling neglected as archetypal crowd-control and utility combatant ever since chapter III, due to their spells' negligible damage scaling. I propose the following to potentially eliminate this problem:
Correct me if I'm wrong here but it seems as if calculations are as follows (or at least remarkably similar to):
Given:
D(Damage Output); MA (Magical Attack); PA (Physical Attack); MD (Target Magical Defense); PD (Target Physical Defense); MDmg (Magical Damage); PDmg (Physical Damage); SFact (Skill Damage Factor); DPSFact (DPS Factor); CT (Casting Time); Atr (% Attribute Factor)
Magical: D = (MA/MD) * (CT * (MDmg + SFact)) + Atr
Physical: D = (PA/PD) * (CT * (DPSFact + SFact)) + Atr
Using these formulae it occurred to me that while the % Attribute Factor is applied outside of Attack/Defense modifiers, the implementation of these factors where they are in each formula doesn't grant the poor mages much relief other than doing (assuming 10k intel on a 30% factor) amere 3k damage even if their Magical Attack is a colossus by comparison to the target's Magical Defense. What I propose to this end to ultimately balance the fact that a caster's skills will never be able to functionally rely on their weapons' DPS', the individual skills could perhaps be made to have a progressive % Attribute Factor and the Magical Output formula reworked as follows;
D = (MA/MD) * (CT * (MDmg + SFact) + Atr)
Or, alternatively for even greater output;
D = (MA/MD) * (CT * (MDmg + SFact + Atr))
--This second option would include the Casting Time multiplier on the % Attribute Factor as well as applying the Attack/Defense modifier, as opposed to only the Attack/Defense modifier.
The resulting implementations should at the very least, if a % Attribute Factor were introduced into the full Mage's arsenal, amplify output to hold them up to par for being a significant source of damage in parties, as they appear to be originally intended.
This post has been edited 6 times, last edit by "ghostwolf82" (Oct 9th 2013, 11:05pm)