).
This post has been edited 2 times, last edit by "Cike" (Jul 26th 2014, 12:33am)
With gear stated for a scout my Rogue / Scout does more damage with the Scout skills Shot and Vampire arrow than when I use those skills as Scout / Rogue. Isn't it amazing that somehow management this this is the proper way for things to work?
This post has been edited 1 times, last edit by "achilleas1" (Jun 2nd 2014, 2:06am)
i'd love if another s/r could test damage differences of ranged skills and melee skills(SS) with and without stims/speed buffs.

We all know the reasons why a Rogue does more damage than a Scout using Scout skills. The question is why does management feel that that is a good idea? How messed up is the mind that thinks up such a thing? Why did that individual come to hate Scouts that much and why do they take it out on us?
i'd love if another s/r could test damage differences of ranged skills and melee skills(SS) with and without stims/speed buffs.
can we please return to the original topic? the issue is the attack speed modifier impacts melee damage more than ranged.
this may also be tested using attack speed reduction debuffs, as melee would lose a greater proportion of damage than ranged.
This post has been edited 1 times, last edit by "achilleas1" (Jun 2nd 2014, 2:51pm)
We all know the reasons why a Rogue does more damage than a Scout using Scout skills. The question is why does management feel that that is a good idea? How messed up is the mind that thinks up such a thing? Why did that individual come to hate Scouts that much and why do they take it out on us?
u really dont get the point... I really dont know who r those famous "We" that u r referring to, but u r completely wrong...
A s/r always does MORE dmg with Shot + VA than a r/s (if u exclude combat master ofc). If u test a s/r and ar/s under same circumstances, the scout will ALWAYS hit more with shot and VA. same circumstances means same gear (s/r and r/s can have identical gear, without any piece missing), same buffs, pets etc. Anyone that says differently does not absolutely know what he s talking about and needs to examine skills and rom gameplay better.
the ONLY thing that will be higher on r/s will be the bleed of VA. only the bleed. the VA-hit will be higher on s/r. and this is cause ALL bleeds r based on main hand dmg. if u complain about the VA bleed on r/s, then what about that of wd/s (2h).
i'd love if another s/r could test damage differences of ranged skills and melee skills(SS) with and without stims/speed buffs.
can we please return to the original topic? the issue is the attack speed modifier impacts melee damage more than ranged.
this may also be tested using attack speed reduction debuffs, as melee would lose a greater proportion of damage than ranged.
On Cike's topic. Yes, using speed buffs/pots as a s/r u ll gain more benefit to ur Shadowstab than to ur Shot for example. Im always speaking about relative numbers, so we dont care how much does shot/ss hit but how much % gain u have after speed buffs applied.
With a strong stimulant, ur shadowstab (no matter if s/r or r/s or any */r) will be 33% higher.
Dmg_done = Crit_mod * ADF * [ 2.75 * DPS + 2 * DPS * Skill_percent ]
simply, DPS_new = DPS/0.75 --> Dmg_done_new = Dmg_done * 1.33 .
and this cause the DPS part appears in both terms of the melee formula, no matter what class u r, as long as u refer to a melee physical skill
Now for the scout skills, lets take shot and use strong stimulant.
Dmg_done = Crit_mod * ADF * [ 2.75 * Damage + 2 * DPS * Skill_percent ]
u cant extract the DPS components out of the formula so the overall dmg will not be simply x 1.33 .
Assume (i) shot at 240%, (ii) speed = 3.6
Dmg_done = Crit_mod * ADF * [ 2.75 * Damage + 2 * DPS * Skill_percent ]
Dmg_done_new = Crit_mod * ADF * [ 2.75 * Damage + 2 * DPS_new * Skill_percent ]
Dmg_done_new/Dmg_done = [ 2.75 + 2 / (Speed * 0.75) * Skill_percent ] / [ 2.75 + 2 / (Speed) * Skill_percent ]
This is the boost gained as a ratio. Now take speed = 3.6 and Skill_percent = 240% for example and u have
Dmg_done_new/Dmg_done = [ 2.75 + 2 / (Speed * 0.75) * Skill_percent ] / [ 2.75 + 2 / (Speed) * Skill_percent ] = 4.5277 / 4.0833 = 1.1089
As u see, a shot-type ranged skill gains an 11% boost from strong stimulant, compared to a melee skill like shadowstab or any that gains 33%.
On top of the above i ve performed extensive experiments on practicing with Druff's formulas and everything works as in paper.
I hope is made clear for all,
Cheers,
Fin, Macantacht



Just out of curiosity, as a scout does the damage runes equipped on other weapons stack/add to your ranged weapon damage? In other words, let's say you are a scout/rogue, you get to wield ranged weapon and dual-wield daggers, does adding damage runes to each dagger add up if you used the bow or crossbow?
Reason why I ask is because I'm currently making a warmage and obviously the whole point is to attack as fast as you can. As such, it uses raid runes to increase attack speed, but if I were to wield a talisman in off-hand a raid rune there will not increase the speed of my attack at all. In this case it only applies to the talisman but the talisman doesn't do any damage so its useless. However, a reconciliation rune will still affect the character, wether it is wielded on main hand or off hand. Equipping 2 recon runes does add up.I was wondering if this same concept applied to scouts and wrath/fatal runes. Thanks
PS. Consider this a "free bump"![]()