Post by MurphysLawAgain on Apr 29, 2016 21:29:21 GMT
A few points.
1) Yes I asked Paradoom for the logs - in my experience getting more information is rarely a bad thing. I certainly didn't expect the heated reaction they generated. If there are other methods people want to use to establish the correct values then I welcome their constructive input. We need to think if tank targets are actually what an AA should be targetting rather than say raks or spinagons for a different analysis. 2) My lesson from talking changes with the dev team in the past was to lay out the options and let them decide what was too much work. From the outside its not easy to know the technical details. As a community we can lay out some thoughts and then trust them to pick those with a good ratio of returns to effort. If we never make suggestions because "its too much work" then we are certain to miss all sorts of constructive ideas.
edited to remove a point ... going afk for an few hours made me miss some changes to the thread.
It's easy if you know what to look for, and even then I lack the basic datas like what builds were partecipating. Also look at the barbarian and rogue not having electrical on the weapon in those arbitrary logs: in theory some a/e/s/d weapon works best but do people own/craft/bother buff/bother swap the right weapon all the frigging time? That's a big plus for the weaklings AA/Slinger/Staffy, albeit in the Hells everything takes at least 3 damage types so standard melee users keep the damage lead even when playing lazy, thanks to higher base physical damage.
I played lazy. Switched weapons once by accident.
I didn't bother to ask for electrical cold or divine buffs.
Could not be bothered spending 12(or more) seconds switching from medium to large and back again.
All my weapons are crafted as per your weapons guide. Thanks for that!
Another random comment; the introduction of PWA has given melee toons the ability to change physical damage type if required (albeit with some penalty).
Slinger vs AA numbers primarily come down to whether the mob takes Bludgeoning or Piercing better, perhaps it would be a fair buff in today's state of the server to give these ranged classes the ability to switch damage types too (is this even possible? I believe it is added for Monks anyway). This also has the advantage of being a buff that requires skill to take advantage of, so players who are too lazy to swap on the fly will not be receiving as much of a bonus.
Anyway, as I stated before even on top of this I think there needs to be a dice-boost and some sort of swift-action could be cool as well.
... on that note, it looks like Wrap *was* included for the 2H CoT damage? Just checking, I am quite clueless about CoT! Out of similar curiosity/cluelessness, could you also elaborate as to where the base physical damage comes from for AA/Slinger (73.5 and 49.5 respectively)?
CoT was not including Wrap in my calculations - just the +1 attack from Divine Wrath.
AA is assuming Mighty +16, +4.5 base damage for longbow, +15 enchant arrow, +20 weapon specialization, +2 lowbie tags, +8 prince win, +8 bard song. Slinger is Mighty +16, +2.5 base damage sling, +2 weapon specialization, +2 lowbie tags, +8 prince win, +8 bard song.
Various toons, needing various tags -- mostly lolfail tanks, some cores.
Slinger is Mighty +16, +2.5 base damage sling, +2 weapon specialization, +2 lowbie tags, +8 prince win, +8 bard song.
This only adds to 38.5, not the 49.5 your original numbers (and thus mine ) used? Also, probably worth the additional note that AFAIK most Slinger builds don't have enough Strength to use all +16 points from Mighty.
Edit: Just realised there is also +5 from Divine Favor, so we still have 6 'missing' points of damage to figure out