Q effects on weapons - Thread N+1

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Re: Q effects on weapons - Thread N+1

Postby Archiplex » Thu Nov 12, 2015 2:53 pm

FishingC wrote:Jenny, did anything affect how full the aim bar could get? I don't understand this effective mm.


Jenny?

And yes, IEMM is in place still in some way or form- your marksman alongside with (some) quality affects how fast the aim bar gets, and the maximum it can go. I think vitality, but I could be wrong.
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Re: Q effects on weapons - Thread N+1

Postby _Gunnar » Thu Nov 12, 2015 3:30 pm

Thats really interesting - thanks Archiplex.
If I get time today I will make a huge number of axes and do another analysis of the melee moves.
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Re: Q effects on weapons - Thread N+1

Postby Archiplex » Fri Nov 13, 2015 5:38 am

Solved it.

[10:26:52 PM] Archiplex: Essence - Impacts penalty when changing aim direction and while moving and aiming.
[10:26:56 PM] Archiplex: Substance - Damage
[10:27:05 PM] Archiplex: Vitality - IEMM, affects aim speed and maximum aim cap.


If anyone else wants to test this and confirm, would be nice.
Last edited by Archiplex on Fri Nov 13, 2015 7:44 pm, edited 1 time in total.
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Re: Q effects on weapons - Thread N+1

Postby _Gunnar » Fri Nov 13, 2015 4:43 pm

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Loglog axes, the dotted lines have slope 1/6. The ratio between the two chars points is exactly equal to the ratio of their mcs to the 1/6 power.

Therefore, I conclude that for attacks

emc_attack = sqrt(mc*vit)

And the % that you reduce your opponents block by goes as

block_dam=(emc_attack/emc_def)**(1/3)

emc_def is not affected by q as far as I can see, just by the block type.

Industry is really really important. I assume a similar formula holds for attack cooldowns.

Nice work with the bows Archiplex, its pretty surprising! (and much harder to do than with MC attacks).

Also, 1K posts :)
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Re: Q effects on weapons - Thread N+1

Postby Archiplex » Fri Nov 13, 2015 8:32 pm

Archiplex wrote:Solved it.

[10:26:52 PM] Archiplex: Essence - Impacts penalty when changing aim direction and while moving and aiming.
[10:26:56 PM] Archiplex: Substance - Damage
[10:27:05 PM] Archiplex: Vitality - IEMM, affects aim speed and maximum aim cap.


If anyone else wants to test this and confirm, would be nice.



For essence and vitality, the lower quality between your bow and arrow determines the reduction in penalt/ IEMM. Substance is merely added with the bow.
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Re: Q effects on weapons - Thread N+1

Postby _Gunnar » Fri Nov 13, 2015 8:56 pm

Archiplex, do you happen to know what perception affects for archery, if anything? I cannot into bows, myself... but it would be good to have as complete knowledge as possible :)
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Re: Q effects on weapons - Thread N+1

Postby Archiplex » Fri Nov 13, 2015 11:29 pm

_Gunnar wrote:Archiplex, do you happen to know what perception affects for archery, if anything? I cannot into bows, myself... but it would be good to have as complete knowledge as possible :)


If your perception is higher than the enemy's agility, you deal maximum damage.

If it is lower, your damage is reduced in some amount (That I am still testing, alongside someone else who is trying to find the formula for damage and then the impact of perc vs agi)

But that's the gist of it.
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Re: Q effects on weapons - Thread N+1

Postby _Gunnar » Fri Nov 13, 2015 11:51 pm

OK - fyi in legacy it was

MIN-DAMAGE = (0.5 * (PERC / AGIL) * MAX-DAMAGE)

i believe - so it seems like it might work in a similar way?
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Re: Q effects on weapons - Thread N+1

Postby Archiplex » Sat Nov 14, 2015 12:04 am

_Gunnar wrote:OK - fyi in legacy it was

MIN-DAMAGE = (0.5 * (PERC / AGIL) * MAX-DAMAGE)

i believe - so it seems like it might work in a similar way?


Nah, it's different. That implies your perception has to be at least twice the enemy's agility to deal maximum damage - and maximum damage currently happens when your perception is equal to enemy agility...
Could be 1*(perc/agi) instead though.


And there is no RNG anymore either, so the damage is then determined by how loaded your bar is
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