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xestikas

Elemental weapon dmg

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43 minutes ago, xestikas said:

Does anyone know if elemental weapon dmg is fixed on this server? For example does  Iceblade hacker adds the frost damage ?

I actually believe that item was specifically mentioned as working in a patch a few weeks ago.

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Thunderfury works so im pretty sure other does too. Just remember that elemental dmg is counted into the weapons DPS.

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Yeah it's counted into the weapon DPS but is not factored into the damage reduction percentage attributed by armor.

A boss with sunder armor and the works has about 40% damage reduction.  So the +elemental damage portion isn't taking that 40% hit.   This gives Thunderfury a 77.8 DPS value.   62 DPS.   See below.

Edited by Undertanker

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15 hours ago, Undertanker said:

Yeah it's counted into the weapon DPS but is not factored into the damage reduction percentage attributed by armor.

A boss with sunder armor and the works has about 40% damage reduction.  So the +elemental damage portion isn't taking that 40% hit.   This gives Thunderfury a 77.8 DPS value.   

Not accounting for the proc and lowered nature res ofcourse.

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I had some drunk math going on there.  It's not that high.   It should match RAW dps (not including proc) of a 62 DPS weapon.

The Math

Spoiler

 

To get the DPS of a weapon you take bottom end damage / weapon speed. = A    Top end damage / weapon speed.    = B    (A+B) / 2 = DPS.

Assuming we are fighting a boss with 40% damage reduction, your white hit portion of the weapon will only do 60% damage.

 

Bottom end white damage of 44.   Effected by 40% reduction;  26.4 damage.   + Bottom end Nature damage of 16.

So our bottom end damage is 42.4 after armor.   / 1.9 =   22.31 DPS

Top end white damage of 115.  Effected by 40% reduction; 69 damage.  + Top end Nature damage of 30.

So out top end damage is 99 after armor.   / 1.9 = 52.10 DPS.

(22.31 + 52.10) / 2 = 37.2  DPS  after armor reductions.    62 DPS with a 40% armor reduction = 37.2.

 

 

To see how this stacks up with other epic weapons raw tool-tip DPS we need to take 60% of the dps value to match the armor reductions of 40%.

Using Grand Marshals / High Warlord weapons of 59.5 DPS, when factoring in 40% armor reduction, you get 35.7 DPS.

Currently only Crul'Shorukh has a higher raw DPS tool-tip of 62.8 vs  TF 62 when facing a debuffed boss.    Naturally this information is most useful to tanks whom don't have to take instant attacks based off of weapon damage into consideration.   Though this gives us a good idea of our rage gains based on white hits.

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If we add the proc damage with a 20% proc-rate we get: ((300x0.2)/1.9) = 31.6 dps to add ontop. (I cant be arsed calculating with the lowered nature res debuff).

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It is a 25% proc, and I stray away from factoring that into the RAW dps, as I only wanted to give others an understand of the rage gen vs other high end epics.

The proc damage is a binary spell.  It either hits for 300 or gets resisted.   No partial resist.  So you can easily calculate the damage of the proc in terms of additional dps.

Edit: Since posting I now experience partial resist.  So we will use this chart:

KiY7jHd.png

Bosses have a natural lower base nature resist than fire/frost/shadow/arcane.

70 NR to be precise.  Which is a 17.5% chance to resist.  However -25 NR debuff puts the boss at 45 NR which is 11.25% to resist Thunderfury proc.

We can use this remaining 88.75% as the basis for average damage.

300 x 0.8875 =  266.25 damage.

In 60 seconds you get 32.5 auto attacks assuming you attack at 0 seconds.  An additional 40 global cooldowns can be performed as well in this time.

72.5 attacks, at a 25% proc rate.  18.125 procs occur on average in 60 seconds.

266.25 * 18.125 procs gives us 4825.78 damage extra a minute.

Divided by 60 seconds gives us an extra 80.42 damage a second from the proc, on a level 63/boss.

In total we get 62 dps which generates rage and an additional 80.42 dps from the proc.  

142.42  pure dps from the weapon.

Putting it on par with the dps of the Artifact weapons.

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I did some extensive testing w/ thunderfury recently on this server, with about 3800 swings i found out that the proc rate is around 17%, the thunderfury proc itself is considered an ordinary non-binary spell, it does have an intrinsic 17% chance of being resisted against level 63 targets, it can be partially resisted, its crit chance is increased by exactly 10% w/ ony buff and it cannot crit without any spell crit buff. Also thunderfury can proc from most special attacks except shield bash, shield slam, execute and sunder armor. I had no opportunity to test bloodthirst because I don't want to spend 100g just to test that.

Thunderfury is not that good, you made a lot of assumptions in your calculations and I'm curious to know where this 70NR figure comes from, do you have any kind of reliable source?

The elysium team changed a lot of stuff, pretty much all the knowledge gathered by empirical data on the old nost server might be inaccurate at this point. I really don't know if its intentional or not, without reliable sources no one can distinguish a bug from some design choice made because of the lack of data concerning core game mechanics.

Edited by Zarant

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17 hours ago, Zarant said:

I did some extensive testing w/ thunderfury recently on this server, with about 3800 swings i found out that the proc rate is around 17%, the thunderfury proc itself is considered an ordinary non-binary spell, it does have an intrinsic 17% chance of being resisted against level 63 targets, it can be partially resisted, its crit chance is increased by exactly 10% w/ ony buff and it cannot crit without any spell crit buff. Also thunderfury can proc from most special attacks except shield bash, shield slam, execute and sunder armor. I had no opportunity to test bloodthirst because I don't want to spend 100g just to test that.

Thunderfury is not that good, you made a lot of assumptions in your calculations and I'm curious to know where this 70NR figure comes from, do you have any kind of reliable source?

The elysium team changed a lot of stuff, pretty much all the knowledge gathered by empirical data on the old nost server might be inaccurate at this point. I really don't know if its intentional or not, without reliable sources no one can distinguish a bug from some design choice made because of the lack of data concerning core game mechanics.

It was "changed" because we dont use Nost-core anymore, it's as simple as that. This should be re-tested and if need be, file a bug-report. I would do it myself but I only have garr-binding so far.

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I don't have any kind of reliable source to back up a bug report, I have no clue how it is supposed to work, i can't tell if the current behavior is product of a bug or just a "feature", and to be honest, looking for proof and confirmation is somewhat time consuming, I'm not willing to do it at the moment.

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I don't have any kind of reliable source to back up a bug report, I have no clue how it is supposed to work, i can't tell if the current behavior is product of a bug or just a "feature", and to be honest, looking for proof and confirmation is somewhat time consuming, I'm not willing to do it at the moment.

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