Talk:Damage calculation

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 * Archive -- User:Cloak of Letters's big list of questions and their responses. Most have been answered (and the articles explain them now).  The only question that seems to be unresolved is whether Necrotic/Tormenter take extra damage from light damage.
 * Archive2
 * Archive3 -- newest archive

Holy on undead: Double or -40?
I'll leave other ppl to figure out how to test it, I'm just asking the questions to make our knowledge more complete d-:

One interesting thing I noticed about holy damage on undead is that it can't crit. It will always do double the normal value, never critting.--Dragos 13:21, 22 November 2005 (UTC)

Lost in Translation: Lost in the plethora of rewrites over the past three days was a section on holy damage. Was it wrong? Was it inaccurate? Whatever became of it?

I strongly call upon the editors of this page to stop their "rewrites" and fix what is already there. This is insane. The article has been rewritten like 3 times in 3 days and each one offered different theories. --Karlos 07:07, 23 November 2005 (UTC)
 * I don't think Holy ever had a section here. It's in my experimental article User:PanSola/Damage, and I don't think it ever got incorporated here.  Sorry to getyou confused.  But yeah, I did my own stuff in my experimental article precisely to avoid what you think is happening d-: -PanSola 07:12, 23 November 2005 (UTC)

Holy is 4x the damage on Hell Hounds Fate 21:25, 28 November 2005 (UTC)


 * That's because they use frenzy. --Fyren 21:32, 28 November 2005 (UTC)

Needed testing
Characters level 2-7, 9, 10, 12, 13, 17-19. Swing 10 criticals on a Whiptail Devourer (note, they're right outside Ascalon) and report your damage as well as the exact stats of your weapon/ what your attribute level is. We need to finalize the scaling diminishing returns, but I really don't want to do it all myself ><;; --Dragos 21:01, 28 November 2005 (UTC)
 * It's going to be tough getting a Lv1 character through pre-searing. Can you figure out the mob armor for pre-searing devourers?  I can do Lv18 tonight since my warrior is right there. -PanSola 16:22, 29 November 2005 (UTC)
 * In all fairness, level 1 and possibly 2 are not required. Level 1 has no skill points and level 2 can't over-allocate. :P --Dragos 18:39, 29 November 2005 (UTC)
 * I heard of ppl who got Lv2 to post. Add headgear and sup rune to over-allocate.  I'm not sure if Lv1 can get to post. (-: -PanSola 18:54, 29 November 2005 (UTC)
 * Ok, you're right that 2 can be tested with runes. Every time I've tried to get to post as a lvl1, I failed. It seems that doing the quests to get my second profession always level me >< --Dragos 21:09, 29 November 2005 (UTC)


 * I'm not sure how much exp will take you to Lv2 (no extra character slots ATM), but below is my proposed minimal exp way to get out of Pre-Searing:
 * 1. Never ever kill anyone. If there are reasons why something must be killed, try to utilize the NPCs or another player (while you stand far away to avoid Exp).
 * 2. Do ONLY the following quests: Elementalist Test and The Ranger's Companion. Elementalist because you can get someone else to kill the skale and obtain the shimmering skale for you.  Ranger because no need to kill anything.
 * 3. Enter Academy directly by talking to Sir Tydus. I have a hunch that the Path to Glory quest isn't listed as required, so I have a hunch that the A Second Profession quest is also not required.
 * 4. Lost the PvP part. If you are teamed with a real human who wants to kill, run as far away as possible to avoid exp gain.
 * 5. Let Rurik do all the killing for the PvE part. He won't die, and if you die you get resurrected anyways.


 * This way you should be able to keep your exp down to 1750 upon arriving Post Searing, not sure if that's low enough. -PanSola 22:13, 29 November 2005 (UTC)


 * Lv18, battle axe 10 max damage, wild blow on Whiptail
 * 10 Axe Mastery, 24 damage
 * 11 Axe Mastery, 26 damage
 * 12 Axe Mastery, 27 damage


 * You do the math (-: -PanSola 22:31, 29 November 2005 (UTC)

Damage Calculation section is a mess
Forgive my negative comment, but it is seriously hard to read the damage calculation section with all the sub, subsub and subsubsubsections, not to mention the fragmentary explanations. There is very little fore-shadowing of the technical terms, and no justification given for naming all the various shifts and multipliers and whatnot. I think it needs to be simplified--presented in a tabular fashion with at most two subsections. &mdash; Stabber (talk) 16:42, 29 November 2005 (UTC)


 * How could this info be organized in a tabular fashion? I'm all for simplicity and less levels of sub-sectioning, but I can't think of a way to do it while keeping the information organized.  BTW, can you take a look at User:PanSola/Damage and see if it's better?  The sectioning problem is worse, but it addresses the foreshadowing issue.  It also might be slightly out of date in terms of the info, I haven't been making sure everything is in sync over the holidays. -PanSola 18:49, 29 November 2005 (UTC)


 * Thanks for your comment and the pointer to your page. I think the presentation of both versions can be improved. I'll take a crack at it after dinner, and post my version to my userpage or somewhere, leaving the Damage article alone for now. &mdash; Stabber (talk) 19:19, 29 November 2005 (UTC)