Sling Damage

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Sling Damage

Postby Salanmander » Thu Jan 27, 2011 12:59 am

So, with the last reset, Jorb stated
Slings' damage is no longer affected by quality. Consider this a stop-gap measure until we have time to implement a more convincing fix.


Now, my understanding was that the max damage for a sling would now be 60. Thus, I was pretty surprised when I hit something for over 60 damage. I decided to try SCIENCE! Recording the damage of all hits, I got the following data.

Q10 sling, 23 marksmanship:
Mean 32.4, StErr 1.7, N=32
Q19 sling, 23 marksmanship:
Mean 38.6, StErr 2.9, N=32

Q10 sling, 29 marksmanship:
mean 31.2, StErr 2.8, N=11
Q19 sling, 29 marksmanship:
mean 45.3, StErr 2.5, N=12

I'm using StErr to mean standard error of the mean. For those unfamiliar with stats, that means there's roughly a 70% chance that the true mean lies within one StErr of the observed mean. I calculated it using (Standard deviation of the data)/sqrt(N).

Obviously, with N this low, I can't draw any strong conclusions, but that doesn't look like damage being unaffected by quality to me. What it /looks/ like, if those means are pretty close to right, is damage being influenced by marksmanship, capped by quality the same way as aiming speed is. Can anyone else add their experience to this?

More info on experiment (i'd spoiler this if i could, but it needs to be available):
All recorded shots were on aurochsen. Misses were not recorded, and the fullness of the aim bar was not controlled. My attributes were:
str 49
agi 24
int 21
con 36
per 32
cha 19
dex 31
psy 10
during most of the experiment. I started with slightly lower attributes (maybe 1 lower on any given attribute). This could account for some of the difference between the 23 marksmanship and 29 marksmanship levels, if it has an effect, but it shouldn't be causing difference between the q10 and q19 slings, because i took that data together. The stats were as shown for the entirety of data collection with 29 marksmanship.
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Re: Sling Damage

Postby Zamte » Thu Jan 27, 2011 1:53 am

That was before. The main reason being that people spammed characters up to high farming within their villages and then killed them in order to use the numen prayers for high seeds. Since the character was killed full tradition it retained most of that farming, prayed for free q800+ seeds, then planted them to get insane level plant fibers to make slings. I recall hearing of people with slings over q1,200, but as I had stopped playing by then I'm not sure how accurate it is.

In any case, now with world 4 making slings require 2 leather, that method isn't as reasonable anymore and the damage of the slings has been returned to normal.
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Re: Sling Damage

Postby Salanmander » Thu Jan 27, 2011 3:05 am

So that change was undone with the change to world 4? Was there an announcement that I missed, or was it just noticed through experimentation?
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Re: Sling Damage

Postby Fantastication » Thu Jan 27, 2011 4:25 am

It seemed fairly obvious given the requirements change. Then when you start pottering about with a ~q40 sling and get damage numbers of 120 pop up occasionally, it confirms that quality matters again (not that it confirms that only quality makes a difference in max damage, but I doubt there's been any changes to the older formula since I've not seen any changes in max damage with sling q staying the same and other factors changing).
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