Dan wrote: ↑12 Apr 2021 09:14
I see your math skills Amberlee are not the best either then.
If you have 100% hp, prior to the changes, slashes would take approx 65-75% of that health pool off in a fight, leaving white hits 25-35%.
Now slashes takes off approx 15-25% and white hits 75-85% - how did this NOT effect slash becoming weak - hence every1 and his uncle going for rescue/block/merc skills/evasion type/move behind type of abilities now that dps abilities plain _suck_
So defacto DPS CAID got bigtime reduced, and non-DPS types got defacto increased CAID - which I doubt has been reflected in the guilds balance sheets accordingly making a huge imbalance in the system.
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With this disclaimer out of the way, lets jump right into it. You used the BDA attack for your comparison, so I will as well. Though I don't have the specifics off the top of my head.
As I don't know the specifics of the DA special, and we have set white hit CAID to 25, let us just for the sake of argument say that it is 25 CAID. (Probably best if we don't use any real values anyway
)
If we assume that your guild experience etc has reached its maximum, and that you are a member of the higher echelons of the guild, so that you have achieved the maximum of your guild special. (Not sure if this is necessary for BDA, but using it as an example variable)
In this example (important to know this is just an example) you'll do ~50% of all your damage with the Slash and ~50% with your white hits. (No layman was present in these estimations)
Let us assume for the sake of argument, that the slash has twice the hit chance and has double the combat rotation.
So.. with entirely arbitrary numbers, lets try to get some working calculations..
Spec: 25 CAID * 100 / HitChance(40) * Time(4) / Time(2)
Wep: 25 CAID * 100 / HitChance(20) * Time(2) / Time(2)
- Carnak: Spec deals 125 and white hits also deal 125.
- Player: So with a special which hits half as often only does the same damage as white hits!?
- Carnak: Well, since hit chance is twice as high, this is the effect. Over time, we hit more often though.
Over time this is what happens:
Spec: 125 * HitChance(40) / 100 (Only hit 40%) = 50
Wep: 125 * HitChance(20) / 100 (Only hit 20%) = 25
- Player: But now Spec is higher?! And thats not what I see when I play!
- Carnak: This is because we are only part way with the calculations. In effect, your special also launches half as often in this example due to the combat rotation.
Spec: 50 * Time(2) / Time(4) = 25
- Carnak: We are back to it dealing 25! The same value it started at.
- Player: I dont believe it! It must be a lie..
Now, this is just an over simplification, no numbers are true values, and functions are fictional. But this is a simple example of how it may work.
If your special does less damage per hit, it is because it either in fact does less damage, or due to a variable like hit which allows it to deal the same amount of damage over time. There are also a huge number of variables, such as your stats, guild experience, special specific limitations, skills etc. etc. which affect your specials or white hits.
I am always open to the fact that there may be a bug or miscalculation somewhere which needs to be fixed. But so far my tests have not suggested that there is one. So if you do find one, that would make my job easier. It is however quite difficult to verify such an issue on your end since you don't have all the information.
My initial guess, is that if you feel that your special is useless, it is because you lack guild experience.