Author Topic: Max Damage?  (Read 5388 times)

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Offline PauloniusTopic starter

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Max Damage?
« on: June 16, 2009, 12:18:08 PM »
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So I have read the analysis on Stratics and I am still left scratching my head when I try to figure out the parameters for maxing out damage output.  I have been trying to put together a list that sorts it out a bit and came up with this:

Damage increase that doesn't count toward the 300% cap:

STR bonus
Tactics bonus
Anat Bonus

Damage increase that does count toward the 300% cap:

DI on items (weapons, jewelry, armor) capped at 100%
Perfection (honor) damage: up to 100%
Enemy of One: 50%
Slayer Items: 100%
Slayer Tali: up to 100%

Eg. It appears to me that if you use an undead slayer and the conjurer trinket you are starting at 220 of the 300 cap vs. undead and can only add another 80% from items/perfection/enemy of one... 

Can anyone correct, or refine my thoughts here?

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Offline Rn

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Re: Max Damage?
« Reply #1 on: June 16, 2009, 02:28:20 PM »
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taken from a 5 on Friday

Damage Increase and You
"For PVP and PVM: If I have gm tactics, gm anatomy, and 125 str how much DI percentage do I have w/o items?"

Stratics has the correct results for these calculations.

+68.75% for GM Tactics
+55% for GM Anatomy
+42.5% for 125 Strength

"People are saying there is a 300% DI cap for PVM, is this true? "

Yes, this is true, Damage Increase is capped at 300% (or a 300 internal damage rating). However, anatomy, tactics, strength, and lumberjacking are NOT included in that cap.

"If I have 300% DI and I cast Enemy of One will I even do more damage?"

If you already 300% Damage Increase from special moves and profession abilities, then the answer is no, Enemy of One will not increase your damage further.

Note: that a slayer weapon is double damage (a 200 damage rating). Enemy of One has a rating of 100. The combination of those two alone would reach our cap of 300.

"Are slayer weapons included in the PVM cap for DI?"

Yes.


http://www.uoherald.com/fof/?fofId=62


ive read a lot of other theories regarding dmg inc but this is the only thing set in stone so i wont guess and tell you what i think is correct

Offline potzdam_rebel

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Re: Max Damage?
« Reply #2 on: June 16, 2009, 07:38:08 PM »
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Ahh I aimed to make my archer dish out max damage a while back (ongoing process) aside from 300% di/ 150 str (+str item totem headgear is useful) 120 anat/tactics; remember that you need to be at max swing speed 1.25 secs and hit as often as possible 45% hci/HLD now all these things are attainable on one character.  It becomes more difficult to include debuff effects - 120 music/discordance to lower mob stats, rune beetle special armor corrution to half mobs resists, with hiyru to lower phys resist further as well as corpse skin and curse spell effects.  I'd say it'd take 3 characters to deal out max damage to any mob with  tamer/mage/archer variants.

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Re: Max Damage?
« Reply #3 on: June 16, 2009, 08:45:43 PM »
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Corpse skin and a Hiryu attack counter each other. Corpse lowers fire and poison, but raises physical.
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Re: Max Damage?
« Reply #4 on: June 17, 2009, 12:42:17 AM »
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It isn't Necessarily about hitting the 1.25, its all about the DPS. Naturally Swinging Faster can Increase Your DPS, but  not if you aren't Hitting very hard. Typically you want stamina 150+ and A Weapon with a 3-3.5s Swing Delay with High SSI.

what was it......

Swing Speed = (Swing delay - #Stamina / 30 )( 1 - SSI/100)
DPS = Avg Damage/ Swing Speed

So at 150 Stamina you take off 1.25, and 35 SSI, so the swing delay would have to be a 3s Weapon to hit that 1.25 Swing.
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Offline potzdam_rebel

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Re: Max Damage?
« Reply #5 on: June 18, 2009, 12:57:05 PM »
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Thats my point; hit hard as frequently as possible with max effective debuffs : D x

Offline Masscre

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Re: Max Damage?
« Reply #6 on: June 18, 2009, 01:02:40 PM »
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But you need as much HCI and DCI in the meantime to make sure you are not getting hit as much and to be doing damage you need to actually be hitting it and not missing.

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