So ive been playing a rogue and i have noticed that my sneak attack is getting min damage.
Talking to other rogues (non halfing) they have been saying their SA damage is bout 90-120ish
ive averaging only 60-90 damage
Ideas??
So ive been playing a rogue and i have noticed that my sneak attack is getting min damage.
Talking to other rogues (non halfing) they have been saying their SA damage is bout 90-120ish
ive averaging only 60-90 damage
Ideas??
Are you an Assassin with the Deadly Shadow Capstone?
Do you have a Sneak Attack +5 item?
Do you have an Exceptional Sneak Attack item?
Are you full Rogue?
..etc.
It would probably be better to compare notes with the people who are making such claims, rather than us.
Is sneak attack damage increased by 50% when the enemy is helpless?
I'm not so sure that it is, actually...I do hope some of my fellow Rogues with significant forum presence can confirm or deny. Last I checked, one of the biggest complaints about Helplessness was that Weapon Damage, supplemental damage, spell damage, etc. was all increased, but that sneak was not.
I decided to do some independent math, and testing, regarding this question.
First, I did the math.
Now, Oschkosch only has SA +4 on at item. With SA +5, that's a damage upgrade from +6 to +8, or a difference of 2. So Non-Halfling Assassin IIIs who have the Capstone, a +5 SA Item, and a +3 Exceptional SA Item would be looking at Minimum 42, Average 84.5, Maximum 127. If they have Tharnes, but no Exceptional SA item, it would actually be 5 damagelower than this value.Code:Sneak Attack Damage - Oschkosch 10d6 Level 20 Rogue 3d6 Rogue Assassin III 4d6 Rogue Capstone : Rogue Deadly Shadow +12 Rogue Sneak Attack Training IV +11 Item-Based Sneak Attack (Tier III Epic Brawling Gloves, Tier III Ring of the Stalker) =17d6+23 Sneak Attack Damage Per Swing. Minimum = 40 Maximum = 125 Average = 82.5
Beyond that, I decided to do some practical testing. Me and old Warlock Sobrien, plus some helpers. It goes up to original quality 1920x1280, so feel free to bump that up until it is legible.
At the end of the video, I asked Msericca to magically "Hold" Sobrien, to enable mob "Helplessness". I did not see any numbers that were beyond the original tested range of Min/Max values.Code:Sneak Attack Tested Minimum = 70 Tested Maximum = 96 Tested Human Versatility (Damage) Minimum = 88 Tested Human Versatility (Damage) Maximum = 126
Conclusion:
OP's "Other (Non-Halfling) Rogues" are either blowing smoke, or they're using an Enhancement-Based Damage Boost. This does not reflect their damage while boosts are not active.
Helpnessness either does not increase SA damage, or adds it in a way that is not immediately apparent to me at this point. Edit: Keep reading regarding this point.
Last edited by TheDearLeader; 02-19-2012 at 07:08 AM.
I heard that for whatever reason the extra SA from helplessness is added to base weapon damage. With this information I watched my damage and notices that it was about double rather than +50% which would seem to support this.
As for the OPs issue, versatility: damage/damage boost/halfling enhancements/exceptional sneak attack might be what you're missing.
Okay, re-watched the video to find some other values.
First, Calculation of Weapon Damage.
Then, recording video values.Code:Oschkosch's Weapons Rad II Rapier (1d10+18) Minimum = 19 Average = 23.5 Maximum = 28 eMidnight Greetings (2d4+14) Mimimum = 16 Average = 19 Maximum = 22
Now, certainly that *does* seem like much more than 1.5 times the damage.Code:Not Helpless First-Number Damage (No Crits) Minimum = 17 Maximum = 28 Helpless First-Number Damage (No Crits) Minimum = 64 Maximum = 87
Conclusion : Yes, it seems very possible that Helplessness-based Sneak Attack Damage is added to the first number.
Second conclusion : I don't like how I conducted this test. I used TWF, which presented two different weapons with different damage values. Also, the extra damage from Disintegration/Holy/Flaming/Radiance/etc.etc. tends to make the viewing of the video, and combat log, rather unpleasant.
I'll see if I can rope the same crew tomorrow into testing the same thing over again, except I will use a 1-handed weapon with little to no damage mods, and I'll have the Wizzie spam Power Word : Blind scrolls to ensure constant Blindness, and therefore SA damage, on the target.
My guess would be that SA dice aren't being multiplied, but that SA static values (Tharnes, exceptional, SA Training, etc...) are getting increased on helplessness.
That would be about 28 (your non-helpless max) +23 (total non-dice SA bonuses) = 51*1.5 = 76. If you have some Seeker bonuses or other stuff that's getting multiplied a bit more on helplessness, that would explain the little bit of extra damage above this.
It certainly doesn't look like your SA dice are being multiplied and added in, as half of that, plus your 1.5'ed base should be getting you much higher.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Gimme a minute and i'll put a link to a thread where i tested it and confirmed that it does get multiplied.
Ok, found it: http://forums.ddo.com/showpost.php?p...7&postcount=16
Note: No crits, 20-22 regular hit on non-helpless dummy, so 30,31,33 on a helpless one.Originally Posted by brzytki
yes thank you very much for doing the math. I plan on Tr human or halfing so leaning toward human now
My feats page says 17D6+12. I believe that includes that includes the +12 from SA training IV, 4d6 from capstone and 3d6 from Assassin III. (10 from 20 Rog lvls)
I also have a +8 item.
That would be a minimum of 37 points of SA damage,
a Maximum of 122.
middle number would be 79.5
Now.... people are probably adding base damage when they tell you their numbers.
Which would bring the average numbers (that people tell you) even higher.
(add on to this "selective memory")
For instance, I usually quote "90ish+" as the average damage per hit my Rogue does. (or something like that)
I could buy this, mainly because the combat log does not differentiate. It adds both weapon damage and sneak damage packets together.
It's funny to get a Crit Smite on my Paladin - I "snuck attack" a helpless Orthon for over 1000 points of damage XD kind of like sneak attacking with a ballista, huh?
I've made a new video. I decided to put it up early for people to watch, while I do my analysis thereof.
Note - Sneak Damage is still 17d6+23 from previous calculations.
So far, so good. I used a light pick because there is little variation in base damage, and only 5% of hits would result in a critical hit - which meant much less results I had to "throw out".Code:Weapon used - +5 Light Pick (1d4 + 18 damage) Calculated Min = 19 Average =20.5 Max = 22 Observed Min =19 Max =22
Code:Helplessness Main Damage Sneak Damage 70 83 70 84 70 77 71 80 68 80 77 92 71 80 67 72 75 84 77 88 72 88 73 81 69 75 68 78 72 78 70 81 66 69 77 92 69 82 71 83 73 89 78 91 71 82 75 93 77 94 75 91 77 89 69 73 67 71 67 77 70 80Now, the light pick alone would be expected to produce values between 19(1.5)~22(1.5), which is 28.5~33; I assume the game rounds this down, rather than up, to 28-33.Code:Helplessness Min = 66 Max = 78
Obviously, 70 (our first three rolls) is higher than 28~33. So, Sneak Attack much either fully, or in part, affect this number. The difference is somewhere between 37~42 points of extra damage.
Sneak damage on these rolls were 83, 84, 77. Half of these values are 41.5, 42, and 38.5, respectively.
This does make it seem at least possible that 50% extra full sneak attack damage is being added to the first number. The range of values is consistent with this. I sampled a few other numbers in the list, and I didn't find any that deviated from this.
It also seems to deviate from a previous postulation that it was perhaps using only static SA damage values. 1.5(19+23)~1.5(22+23) = Range of 63~67.5, too low to achieve first-damage numbers of 66~78.
Conclusion : Sneak Attack Damage *is* multiplied by 1.5; the extra 50% damage is added to your first damage number. Prior to this addition, the first damage number also has its damage increased by 1.5, as would be expected.
Last edited by TheDearLeader; 02-19-2012 at 03:44 PM.
Interesting. Thanks for the info.I'll make a point to go after helpless mobs on my rogue again as a priority. Under the assumption that the devs run the game as they explain they do (I know, I know), I had been letting all the non-rogue gimps go gun for the helpless stuff while I worked on everything else in stuff like eDA.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!