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ITT: Sharpshot Damage Values are ObnoxiousFollow

#1 Dec 27 2011 at 11:11 PM Rating: Good
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Used the test server to try and get some kind of grasp on how sharpshot's damage works (I planned on doing the other puppets too, but I've literally spent the last 15~16 hours trying to make sense of this @#%^er). Got a lot of help figuring this crap out from Byrth (from BG), who I was chatting with most of the day while testing.

Short and dirty, preliminary findings:
- Just in case anyone wasn't sure, Sharpshot's ranged attack cannot critical hit. Ever. I must have done well over a thousand individual shots today, and there was not one critical hit in the bunch.
- Sharpshot's ranged damage (not ranged attack) is modded by both STR and DEX; you can see this yourself by taking sharpshot out and shooting a bunny in west ronf, then using a thunder maneuver, and shooting another bunny. The damage will be different, every time.
- Sharpshot's ranged attacks have a ridiculously high fSTR; I needed 102 STR to cap fSTR vs level bunnies/worms in west ronf with 1 VIT (guaranteed 1 VIT by subbing blm and using Choke). That's a dSTR of 101. It does cap, though, unlike avatar fSTR. Damage values went up with increasing str from 0 to+10, but everything after +10 showed no change in damage, up to +37 str.
- Sharpshot does use the regular ranged attack pDIF cap of 3.0 (all ranged attack values were divisible by 3, with no variation or exception to that rule)
- Sharpshot's ranged weapon damage goes up by 3 with the level 99 cap and skill+10 (either af3+2 pants, or 5/5 merits), and by 9 with both af3+2 pants and 5/5 merits (the weapon damage difference of 437 skill and 417 skill is 9 damage).
- An interesting discovery, Daze has the same damage potential as Armor Shatterer, and a greater damage potential than Armor Piercer. Average WS numbers were: Arcuballista: 1200~1300, Daze: 2700~2800, Armor Piercer: 2100~2200, Armor Shatterer: 2700~2800
- Sharpshot is @#%^ing weird. Not only does it have an fSTR value, but it also has an fDEX value, that compares sharpshot's DEX to the target's VIT and increases it's base damage accordingly (read: fSTR but with dex). It doesn't seem to work in the same fashion as fSTR does, outside of comparing against the target's VIT (I tested with frost, it does not compare against AGI like dDEX does for crit rate). I can't tell if fDEX has a cap like fSTR does, because of how @#%^ing horribly limited we are in the field of +stats outside of abyssea (absolute max is +37, which doesn't seem to be capped) ignore the struck bit, it seems a bit outlandish with some of my numbers today. It's probably just a WSC style dex mod

More to come over the next few days as I crunch this sh*t out. Not posting my data just yet, I want a lot more of it to be conclusive.

100% Sure:

- For sharpshot, Skill-> damage is (floor(skill * 0.11) * 3). Basically the same equation as h2h skill -> base damage, but multiplied by three, rather than simply tacking on three additional damage.

Edited, Dec 31st 2011 8:37pm by Jinte
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#2 Dec 28 2011 at 5:15 AM Rating: Good
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You're awesome, Jinte, thanks a lot! I'm eagerly waiting for the final conclusions.
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#3 Dec 28 2011 at 11:55 AM Rating: Decent
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Lady Jinte wrote:
- Sharpshot's ranged damage (not ranged attack) is modded by both STR and DEX; you can see this yourself by taking sharpshot out and shooting a bunny in west ronf, then using a thunder maneuver, and shooting another bunny. The damage will be different, every time.
- Sharpshot's ranged attacks have a ridiculously high fSTR; I needed 102 STR to cap fSTR vs level bunnies/worms in west ronf with 1 VIT (guaranteed 1 VIT by subbing blm and using Choke). That's a dSTR of 101. It does cap, though, unlike avatar fSTR. Damage values went up with increasing str from 0 to+10, but everything after +10 showed no change in damage, up to +37 str.
- - An interesting discovery, Daze has the same damage potential as Armor Shatterer, and a greater damage potential than Armor Piercer. Average WS numbers were: Arcuballista: 1200~1300, Daze: 2700~2800, Armor Piercer: 2100~2200, Armor Shatterer: 2700~2800
- .



I did similar testing by accident a while ago while trying to figure out the WSC for the new WS. In abyssea its super easy to see when you can add +100 str and see the ranged dmg go up to 500ish from the base 250ish, it also makes it hard to test if STR is actually a X% wsc or if it was just increasing the base dmg.

Nice to know about daze, never seen it do more then 700 on exp mobs.

Edited, Dec 28th 2011 12:55pm by dustinfoley
#4 Dec 28 2011 at 12:43 PM Rating: Good
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dustinfoley wrote:
Lady Jinte wrote:
- Sharpshot's ranged damage (not ranged attack) is modded by both STR and DEX; you can see this yourself by taking sharpshot out and shooting a bunny in west ronf, then using a thunder maneuver, and shooting another bunny. The damage will be different, every time.
- Sharpshot's ranged attacks have a ridiculously high fSTR; I needed 102 STR to cap fSTR vs level bunnies/worms in west ronf with 1 VIT (guaranteed 1 VIT by subbing blm and using Choke). That's a dSTR of 101. It does cap, though, unlike avatar fSTR. Damage values went up with increasing str from 0 to+10, but everything after +10 showed no change in damage, up to +37 str.
- - An interesting discovery, Daze has the same damage potential as Armor Shatterer, and a greater damage potential than Armor Piercer. Average WS numbers were: Arcuballista: 1200~1300, Daze: 2700~2800, Armor Piercer: 2100~2200, Armor Shatterer: 2700~2800
- .



I did similar testing by accident a while ago while trying to figure out the WSC for the new WS. In abyssea its super easy to see when you can add +100 str and see the ranged dmg go up to 500ish from the base 250ish, it also makes it hard to test if STR is actually a X% wsc or if it was just increasing the base dmg.

Nice to know about daze, never seen it do more then 700 on exp mobs.

Edited, Dec 28th 2011 12:55pm by dustinfoley


STR definitely has no impact on ranged damage outside of fSTR3 (fSTR = melee fSTR, fSTR2 = ranged fSTR, sharpshot's fSTR behaves differently than both, thus fSTR3) and ranged attack (ignoring actual WS), and it also seems that I may be a bit off with my "fDEX" theory. Basically, it's looking like ranged attacks calculate as non-crit ranged ws, with a moderate~significant dex mod. AGI does not impact ranged damage in anyway aside from ranged acc. Now that I've gotten the skill-> damage component figured out; (((skill-5)/9)*3); I can start working on using lower levels and differing str/dex values to figure out str/dex exactly.

The most interesting thing I've pulled from this so far, is that at 99, given the current real lack of need for magic skill merits, since they don't give us any new spells, for people who use sharpshot with any regularity, ranged skill merits look like they'll be more beneficial, since +20 skill gives weapon damage +9 from the 99 skill cap (+18 does not give +9, only +6, and +19 would not, if it were possible to achieve that amount).

edit: also, random info for kenkonken, from byrth;
kenkonken's martial arts does affect TP/hit, it just didn't look like it at 75 because of our base delay and the level 75 value giving the same TP hit as it would w/o the 75 value;
Kenkonken (75): Enhances "Martial Arts" effect: Delay -20
Kenkonken (80): Enhances "Martial Arts" effect II: Delay -30
Kenkonken (85): Enhances "Martial Arts" effect III: Delay -40
Kenkonken (90): Enhances "Martial Arts" effect IV: Delay -45
Kenkonken (95): Enhances "Martial Arts" effect IV: Delay -45
Probable values:
Kenkonken (99): Enhances "Martial Arts" effect V: Delay -49 or -50
-50 fits the pattern, but -49 seems more likely, because it gives KKK exactly +0 delay, and doesn't give them negative delay

Also, I've done a little playing around with the overload effect; in the 16 hours I spent testing yesterday, I was literally spamming thunder maneuvers and fire maneuvers almost the entire time, and didn't overload once. After I finished, I sat down and spammed wind maneuvers every 10 seconds until I finally overloaded, at 15 maneuvers (this is using sharpshot, without AF3+2 body, af hands, or buffoon's collar (I had heatsink on because I was to tired/lazy to take it off, but it's the same value as af hands/buffoon's collar individually, so using sharpshot and guaranteeing that I would have less AGI the entire way through basically negated it)). Without Statustimer, I can't be certain, but the overload lasted somewhere between 45~60 seconds, which for a 15 maneuver overload is outrageously short Smiley: laugh. I can't do any real definitive testing with them yet, but I would make a ballpark guesstimate that they either A: increase the burden threshold by a huge amount, or B: act something like a combination of condenser and cooldown, negating the initial overload and reducing total burden by ~1/2, but still allowing overload after a certain point, likely when accumulated burden is halved but still high enough to allow overload to proc.

Edited, Dec 28th 2011 12:59pm by Jinte
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#5 Dec 28 2011 at 1:32 PM Rating: Good
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Not only KKK are absolutely amzing for damage, they're also inventory +2 thanks to not having to carry around collard and AF1 hands :P


Ahh... I wish I had them ;_;
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#6 Dec 28 2011 at 2:15 PM Rating: Good
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TaimMeich wrote:
Not only KKK are absolutely amzing for damage, they're also inventory +2 thanks to not having to carry around collard and AF1 hands :P


Ahh... I wish I had them ;_;

honestly, you may still want AF hands just for the extra +1 stat on maneuvers. Given that capping our pet's fSTR on Wild Rabbits in Ronfaure is difficult (~102 str needed vs 1 vit), any extra +stat we can get helps Smiley: laugh
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#7 Dec 28 2011 at 3:28 PM Rating: Decent
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So KKK + af+2 legs= 3 tiers of MA (ma 8?) and puts us at attacking faster than monks correct?

That just means we would both cap haste without needing dancer haste.

Neat.
#8 Dec 28 2011 at 5:00 PM Rating: Good
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Indeed, 320+49 delay with KKK, -45 -10 from pants -10 from collar puts us at 304 delay. The only lowest delay possible is a MNK with a 0 delay weapon lol.


Also, d'oh on not remembering the +stats from AF1 hands >_<
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#9 Dec 28 2011 at 7:51 PM Rating: Decent
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320 base + 49 from kenkonken = 369 for pup
-49~50 (from kkk 99)
-10 from +2 legs
= 310 delay (41 dmg)

99 mnk with VE
321 total delay (42 dmg)

99 mnk with spharia
356 total delay (52 dmg)


With bard haste x2, spell haste, and 25% gear haste, pup caps haste, monk is still 3% away. No need to use cirque collar.
#10 Dec 28 2011 at 8:49 PM Rating: Decent
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So i got 95 KKK on test, i take it there is no way to get 99 to test it?

#11 Dec 29 2011 at 10:12 AM Rating: Good
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dustinfoley wrote:
With bard haste x2, spell haste, and 25% gear haste, pup caps haste, monk is still 3% away. No need to use cirque collar.


It's worth noting that, that extra 3% haste, at such low delays, means 15% more attack rounds. And considering the conditions you've set (bardx2 + haste means heavy support in an endgame zerg situation) the PUP won't be issuing maneuvers at all: the auto will be just engaged, or not activated at all, which means the 15% increase in attacks is a real difference in damage.
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#12 Dec 29 2011 at 11:51 AM Rating: Decent
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With the stipulation that you need a 95 mythic vs any generic monk with a h2h weapon.


The reason I asked about KKK on test is Markov (pchan) on OF seems to think we have 350 dly at 99 and I tested myself and got 4.8 tp per hit (which is 320 dly), with kkk giving -45 MA dly. He claims its not -45, and that the -dly doesn't affect tp gain (which i tested last night and it does)

Just a big helping of fail. Im not familiar with the BG community, but he seems to be a pretty epic troll or just really terrible at testing.



Edited, Dec 29th 2011 12:56pm by dustinfoley
#13 Dec 29 2011 at 12:10 PM Rating: Excellent
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He's a running joke everywhere he goes, or so it seems. And I think that KKK would make PUP competitive with High-end MNKs, not just normal ones. In my case, anyway, this is just theorycraft, I doubt I'll get a KK ever.
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#14 Dec 29 2011 at 2:20 PM Rating: Good
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dustinfoley wrote:
So i got 95 KKK on test, i take it there is no way to get 99 to test it?



not yet, no.

dustinfoley wrote:
With the stipulation that you need a 95 mythic vs any generic monk with a h2h weapon.


The reason I asked about KKK on test is Markov (pchan) on OF seems to think we have 350 dly at 99 and I tested myself and got 4.8 tp per hit (which is 320 dly), with kkk giving -45 MA dly. He claims its not -45, and that the -dly doesn't affect tp gain (which i tested last night and it does)

Just a big helping of fail. Im not familiar with the BG community, but he seems to be a pretty epic troll or just really terrible at testing.



Edited, Dec 29th 2011 12:56pm by dustinfoley


pchan is a @#%^ing moron (he makes xiozen look like a credible source of game data), so you can pretty much disregard anything he says as inane dribble. He does have some basis in his believe that KKK don't affect TP/hit, because at 75, they didn't. Not because of some special effect, but because 409 (360+49) and 389 (360+39) delay have the same TP return, so that KKK do affect TP/hit wasn't apparent at 75. But now Byrth, myself, and you have all confirmed that they do affect TP/hit, so that mythic-myth is officially debunked.

TaimMeich wrote:
He's a running joke everywhere he goes, or so it seems. And I think that KKK would make PUP competitive with High-end MNKs, not just normal ones. In my case, anyway, this is just theorycraft, I doubt I'll get a KK ever.


It's already pretty well known that the only way pup can be competitive in zerg fights is if they have KKK and don't use maneuvers at all. This just puts some more concrete numbers behind that to confirm what parses have shown. Even Verethragna pups have issues keeping up. The one thing that allows KKK to be competitive is the huge delay increase, though quasi-OA3 (first hit only) doesn't hurt.
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#15 Dec 31 2011 at 8:09 PM Rating: Good
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Lady Jinte wrote:
- An interesting discovery, Daze has the same damage potential as Armor Shatterer, and a greater damage potential than Armor Piercer. Average WS numbers were: Arcuballista: 1200~1300, Daze: 2700~2800, Armor Piercer: 2100~2200, Armor Shatterer: 2700~2800


First, thanks Jinte for the testing and good info!

As for Daze in particular, that's a very interesting curiosity but probably not very meaningful as a practical matter for one big reason: the vast majority of the time, using wind maneuvers on SS will be more useful than using thunder (due to enhancing Turbo Charger, and to a lesser extent Scope). Armor Shatterer's added def down effect and strong damage are also quite nice, but the real beauty of the WS is that the trigger maneuver is also one that is really good for automaton performance anyway. Was always the biggest downfall of Armor Piercer too, having to waste a maneuver slot on an otherwise useless dark maneuver unless you were using no thunder/fire back before Armor Shatterer existed (not using thunder, fire, OR wind now would be crazy) or using Inhibitor.

All of the above assuming no Inhibitor equipped. If you are using Inhibitor, at the least it's nice to know that if someone uses a WS that the puppet follows with Daze you can still get some solid numbers.

I suppose it's also nice to know that if you lose wind maneuvers suddenly right before WS (e.g. Barrage Turbine kicks in) and you are left with dominant Thunder maneuvers, Daze might not be a bad alternative.
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