+1!! While knowing what stacked and whatnot, seeing the net equation and dice weighting is quite an enlightenment.
Very well done.....bookmarked due to quality of explination.
+1!! While knowing what stacked and whatnot, seeing the net equation and dice weighting is quite an enlightenment.
Very well done.....bookmarked due to quality of explination.
Varr's all over. Cannith Varr getting the love currently.
So I just looted the Eardweller today and have not been able to get the TOD +5% to spell damage set yet. With everything activated (sup Freeze VIII, Max, Emp, Sup Frost Lore, etc..) I have yet to get to surpass 3,776 on Polar Ray vs fire creatures. (not doing delayed blast fireball with fire mephit trick and monk focus either on a mummy). Just straight nukage with Polar Ray. I have hit for 3,776 like 10 times so far farming taming the flames just to test it out. I cannot seem to get higher then that. Is that max crit w/o the TOD damage set? The dice seem to be loaded as this number keeps coming up.
If you look at the portion about loaded dice, you'll see that the actually damage range is fairly small. And when that roll is multiplied you'll tend to keep coming up with the same and or similar damage numbers repeatedly. once I have some more spare time I'll work out the max possible damage on a polar ray crit vs cold weak monsters.
Polar ray: 1d6/level max 25d6 (But since we cant reach level 25 yet, max 20d6)
1d6 = 1d3+3
20d6 = 20d3+60
80 Minimum Damage
120 Maximum damage
Using the following:
Maximize + 100%
Empower + 50%
Superior Freeze Pot + 75%
Sorc Damage Amp + 40%
Crit ToD Belt + 50%
Sorc Crit Enhancement + 125%
Sorc Capstone + 20%
Monster is Weak + 200% (x2 damage)
(80*(1.0+0.5+1.0)*(0.75+0.4+0.2+1.0)*(0.5+1.25+1.0 ))*2= 2585 Minimum Damage
(120*(1.0+0.5+1.0)*(0.75+0.4+0.2+1.0)*(0.5+1.25+1. 0))*2= 3877 Maximum Damage
So your damage range under "Best" possible conditions for Polar Ray is 2585 - 3877.
You'll also notice that there are only 40 possible combinations of damage, which is why you will often see the same numbers pop up. So khroc, your pretty much at the "limit" of what Polar Ray can do atm.
Granted, my numbers seem to indicate that without the ToD 50% crit item, your damage cap "should" be 3525. Perhaps if you provided all your sources of + damage?
Edit, I skipped over the eardweller part. New numbers for eardweller:
Using the following:
Maximize + 100%
Empower + 50%
Xacosian Eardweller + 100%
Sorc Damage Amp + 40%
Crit ToD Belt + 50%
Sorc Crit Enhancement + 125%
Sorc Capstone + 20%
Monster is Weak + 200% (x2 damage)
(80*(1.0+0.5+1.0)*(1.0+0.4+0.2+1.0)*(0.5+1.25+1.0) )*2= 2860 Minimum Damage
(120*(1.0+0.5+1.0)*(1.0+0.4+0.2+1.0)*(0.5+1.25+1.0 ))*2= 4290 Maximum Damage
With just a normal Lore Item:
Using the following:
Maximize + 100%
Empower + 50%
Xacosian Eardweller + 100%
Sorc Damage Amp + 40%
Lore Itemt + 25%
Sorc Crit Enhancement + 125%
Sorc Capstone + 20%
Monster is Weak + 200% (x2 damage)
(80*(1.0+0.5+1.0)*(0.75+0.4+0.2+1.0)*(0.25+1.25+1. 0))*2= 2600 Minimum Damage
(120*(1.0+0.5+1.0)*(0.75+0.4+0.2+1.0)*(0.25+1.25+1 .0))*2= 3900 Maximum Damage
The last one there is closer to the range you are seeing.
Last edited by Xionanx; 03-23-2010 at 05:36 PM.
Adding to the intentional-or-not "misstakes", I don't think anybody uses "normal lore items".
The OP seems to quote ToD set bonus crit as a + 0.5 crit multiplier and "normal lore items" as + 0.25 crit multiplier. Even if you don't have any ToD set bonus, most people will carry a major XXX lore item for what they cast. Major Ice Lore, for example, is 9% proc 0.5 crit multiplier, just as high as the ToD set bonus. Higher even, in the proc rate.
It's not as complicated as it may seem to be. Load up your cleric/FvS, or if you don't have one your WF caster, and use a spell with fixed damage: Heal and Reconstruct. You can quickly determine how the math works out.
PS - Override.
So yeah.... Update 9.... bah...