The formula was on the forums once too, I think. If it was accurate at some point, it no longer is. It still tends to get relatively close, but it still often gives me numbers that are off by a slash/stab.
EDIT: Hrm, on closer inspection it's actually slightly different than the formula I was thinking of. So it may be more accurate than I thought, after all.
Does DSL do more limb damage than two normal weapon attacks? Or does having both chivalry and weaponry transed increase limb damage beyond just weaponry? Because that formula seems to be off by 1 or 2 slashes at almost every point.
It was accurate for me for everyone but people in dragonform and Tirac (although, that could be because he was so much better than me that he fake applied or something). Also, if it makes a difference (it shouldn't) I had artefact rapiers.
Also, I seem to remember that slash and doubleslash being different for limb damage. I tried to single slash someone and that formula didn't work, but when I dsl'ed them it did. I did not extensively test it, since I was just trying to get something that worked well enough for me instead of for the common man.
The damage per hit from doubleslash is equal to simply jabbing with that weapon. So one doubleslash with 90 damage rapiers is equal to two jabs with a single 90 damage rapier.
If I've implemented Chord's formula correctly it disagrees with actual, real world data using Soulpiercers. Out of the small sample of recent results I have saved, it only matched on two of them; interestingly those were the two with very high health (9255 and 9535 health). For those it was incorrect about it was consistently too low in its estimations, in some cases off by two slashes.
@Iphis: Yeah, I just went and re-tested it and it doesn't hold up. I've edited it out of my other post. Not sure what happened last time I tried to confirm it.
This was the amount of hits I needed to PREP someone. I.E., if the hits_to_break was 10, they required ten individual hits to get their limb ready to break on the next DSL. I changed the variable names when I posted them here and got lazy by the end of it, so I made a variable with a misleading name.
Well, since everyone else is in a nice mood and sharing information, I guess I can do the same.
The above link is to the Maldaathi forums where I posted this (my) DSL limb counter. What follows is that post:
This is ONLY the assess trigger and function that calculates the hits to break. You'll need to incorporate the actual counting into your variables/triggers, but that's the easy part. The count returned is in number of individual slashes. It is best to use weapons with very close (within 8 pts) damage.
To the best of my knowledge, on health ranges from as low as 1200 and up to 9000, and weapon damages from 53 up to 188... this counter is 99% accurate. I can't and wont promise 100% accuracy or that they won't end up changing something in the future, but for the entire time I've been a knight in the Maldaathi; this is the counting script I've used to get up to Blade Lord.
al_norm is just a display function. Replace it with your cecho, echo, or display.
Happy breaking:
Script: (Put this in one of your loading scripts)
-- My current wielded weapons are stored in a table as {['left']='12345', ['right']='532423'}
-- THP is the target HP
function assess(thp)
local limb_health
local weapon_base_damage
local weapon_dam_total1
local weapon_dam_total2
local weapDam1
local weapDam2
local brkl
-- Put your weapon IDs in here exactly as shown in the brackets, using the quotes. The number after the ='s is the weapon damage.
local weapons = {['293562'] = 145, ['377847'] = 145, ['264539']=120, ['145115']=120}
if table.contains(weapons,wielded['left']) then
weapDam1 = weapons[wielded['left']]
end
if table.contains(weapons,wielded['right']) then
weapDam2 = weapons[wielded['right']]
end
if not weapDam1 or not weapDam2 then
weapDam1 = 74
weapDam2 = 74
al_alert(string.format("Weapons not registered! Using %i/%i values!",weapDam1,weapDam2))
end
limb_health = 320 + (thp * .24)
weapon_base_damage = 10 + (thp * 0.005)
weapon_dam_total1 = (weapDam1 + weapon_base_damage)
weapon_dam_total2 = (weapDam2 + weapon_base_damage)
brkl = ((limb_health / (weapon_dam_total1 + weapon_dam_total2))) * 2
echo("\n")
al_norm(string.format("lh: %s - bd:%s - w1: %s - w2:%s - brkl: %s",limb_health,weapon_base_damage,weapon_dam_total1,weapon_dam_total2,brkl))
local dam_avg = ((weapon_dam_total1 + weapon_dam_total2) /2)
if tonumber(thp) >=6850 or tonumber(thp) <= 2600 then
brkl = math.round(brkl)
else
local point
for k,v in string.gmatch(tostring(brkl),"%d.(%d)%d+") do
point = k
end
if point then
if tonumber(point) <5 then
brkl = math.floor(brkl)
else
brkl = math.ceil(brkl)
end
end
end
echo("\n")
al_norm(string.format("%i slashes to break!", brkl))
-- enemy is a table with my enemies current afflicts,limb status, and brkl as shown.
if target and string.find(line,target:title() .. " " ) then
enemy.brkl = tonumber(string.format("%.f",brkl))
end
thp = nil
end
function math.round(number, decimals, method)
decimals = decimals or 0
local factor = 10 ^ decimals
if (method == "ceil" or method == "floor") then return math[method](number * factor) / factor
else return tonumber(("%."..decimals.."f"):format(number)) end
end
Copy this to a text file and save as an XML, this is the assess trigger.
Let me know if this is accurate for you. I've had no issues, as stated above. I've used it for everything from rapiers, shortswords, longswords, scimitars. I have not tested it with one handed or blunt weapons.
@Chord: Ahh, ok. Well, that would reduce the need for accuracy in some cases. Telling you that you need 10 hits is still going to be correct, even if that leaves you a single slash away from breaking a limb.
Still seems wildly inaccurate for Soulpiercers, though; with rounding and adding an additional two slashes it's now off in every single case.
I'm trying to make a UI for sailing because I hate chops. However, the delay in turning and movement is giving me some trouble. As far as I can tell: crew morale and ship type affect turning speed, ship type and wind speed affect movement speed.
Does someone have equations to describe movement speed as a function of wind speed and ship type, and turning speed as a function of crew morale and ship type (or just ship type, assuming fanatical morale)?
edit: Oh, and crew experience is probably somewhere in here as well.
Not sure about movement speed, but if turning speed is relatively static as you imply, you could have your scripts measure the first turn (or a few) and compute the rest off that data.
I'm trying to make a UI for sailing because I hate chops. However, the delay in turning and movement is giving me some trouble. As far as I can tell: crew morale and ship type affect turning speed, ship type and wind speed affect movement speed.
Does someone have equations to describe movement speed as a function of wind speed and ship type, and turning speed as a function of crew morale and ship type (or just ship type, assuming fanatical morale)?
edit: Oh, and crew experience is probably somewhere in here as well.
Probably nobody has this information, so if anyone has timestamped logs of ship movement speed and turning speeds with the following information attached: wind speed, crew experience, crew morale, ship type. That would be extremely useful to me.
(Or if an admin with the equations wants to make my day, that would be great too. Hint hint.)
Testing endurance/willpower regen with the astronomy tuning for it. For willpower, without it, I was getting 12wp every 4 seconds, and the empowering boosted it to 20. For endurance, I went from 20 per 4 seconds to 36. That's with trans fitness and philosophy. Max ep/wp of 28450/19270, not sure if wp regen is a percentage or just a flat rate.
I only did some very basic testing, to get an estimate of fluid values, nothing exact (I don't know how fast the drain tick is or how much is reduced per tick), but here's what I have.
Dropping back to normal fluids naturally (no ginger/antimony or anything else influencing fluid levels) after a single temper takes ~69 seconds. Dropping back to normal fluids with constant ginger/antimony from a single temper takes ~17 seconds. Dropping back to normal fluids naturally after a single mercury homunculus attack takes ~10 seconds (although I've heard that it was bugged then, so this might be wrong).
Some addition numbers for Blademaster stances: I wanted to figure out what's the best when bashing and what the real difference in the damage vs time of all the stances was, trying to optimize my bashing. Here are my numbers, with help from Sena and Eld's previous tests.
So according to the data, Sanya comes out on top for the best, way better than Thyr in terms of damage and DPS. Mir which is much weaker than both Thyr and Sanya, ever weaker than I had thought. To test if these numbers were accurate I killed a mhun keeper in each stance: Mir, Thyr, and Sanya. Note: I did this test with a level 1 band.
Hits to kill - Time to kill (If no criticals) Thyr - 24 - 46 seconds Mir - 21 - 54 seconds Sanya- 19 - 40 seconds
Some addition numbers for Blademaster stances: I wanted to figure out what's the best when bashing and what the real difference in the damage vs time of all the stances was, trying to optimize my bashing. Here are my numbers, with help from Sena and Eld's previous tests.
So according to the data, Sanya comes out on top for the best, way better than Thyr in terms of damage and DPS. Mir which is much weaker than both Thyr and Sanya, ever weaker than I had thought. To test if these numbers were accurate I killed a mhun keeper in each stance: Mir, Thyr, and Sanya. Note: I did this test with a level 1 band.
Hits to kill - Time to kill (If no criticals) Thyr - 24 - 46 seconds Mir - 21 - 54 seconds Sanya- 19 - 40 seconds
I've only got the numbers with a level 1 band: DMG SPEED DPS Doya - 496 - 2.61 - 190 Arash - 519 - 2.02 - 256
But as you can see Doya is only slightly less damaging than Thyr. Arash is very strong, giving about 15% more DPS than Sanya, however at that large cost of decreased defense.
And just for completeness, finally got around to testing with a level 3 band:
Stance hits mean std dev neutral 300 1.928 0.091 Thyr 250 1.727 0.061 Mir 300 2.427 0.076 Sanya 430 1.924 0.060 Doya 306 2.419 0.082 Arash 312 1.823 0.060
Looks to me as though things are consistent with a base time of 2.5s, with a 10% reduction for Thyr, 5% for Arash, and 20-25% increase for Doya and Mir, and a 5/10/15% reduction for a band, all stacking multiplicitavely.
So I got curious about the effect of crits in translating from straight DPS to average time required to kill a thing. Caladbolg's statement above seems to be true, at least up to a point: at the low damage/high speed end, getting slower and stronger hurts up to a point, and then starts getting better again. It's all very dependent on crit rate, of course (faster attacks being more favoured at higher crit rates), and I suspect dependent enough on your damage rate compared to the health of the mob you're fighting to make it difficult to make blanket statements. Some numbers, though, spoilered to spare those who don't care: [spoiler] Assuming a denizen with 10000 max health, with a crit rate of 20% (~level 84):
250 damage at 1.00 seconds per attack: base DPS 250.00 30.39 +/- 0.14 seconds per kill
500 damage at 2.00 seconds per attack: base DPS 250.00 31.15 +/- 0.16 seconds per kill
750 damage at 3.00 seconds per attack: base DPS 250.00 33.07 +/- 0.19 seconds per kill
1000 damage at 4.00 seconds per attack: base DPS 250.00 32.02 +/- 0.20 seconds per kill
1250 damage at 5.00 seconds per attack: base DPS 250.00 31.91 +/- 0.22 seconds per kill
1500 damage at 6.00 seconds per attack: base DPS 250.00 33.81 +/- 0.23 seconds per kill
1750 damage at 7.00 seconds per attack: base DPS 250.00 34.38 +/- 0.24 seconds per kill
2000 damage at 8.00 seconds per attack: base DPS 250.00 33.01 +/- 0.24 seconds per kill
Same setup, but a crit rate of 42.5% (dragon with L1 pendant):
250 damage at 1.00 seconds per attack: base DPS 250.00 17.17 +/- 0.20 seconds per kill
500 damage at 2.00 seconds per attack: base DPS 250.00 18.96 +/- 0.23 seconds per kill
750 damage at 3.00 seconds per attack: base DPS 250.00 21.08 +/- 0.26 seconds per kill
1000 damage at 4.00 seconds per attack: base DPS 250.00 21.34 +/- 0.26 seconds per kill
1250 damage at 5.00 seconds per attack: base DPS 250.00 21.78 +/- 0.28 seconds per kill
1500 damage at 6.00 seconds per attack: base DPS 250.00 24.38 +/- 0.29 seconds per kill
1750 damage at 7.00 seconds per attack: base DPS 250.00 25.80 +/- 0.29 seconds per kill
2000 damage at 8.00 seconds per attack: base DPS 250.00 24.85 +/- 0.29 seconds per kill [/spoiler]
Applied specifically to the blademaster stance question, this effect isn't large enough to make up for the difference in DPS between Thyr and Sanya, though at high levels and high damage the difference isn't nearly as large: [spoiler] 10000 health denizen, 20% crit
No band, Thyr, 12 str 358 damage at 2.03 seconds per attack: base DPS 176.35 43.78 +/- 0.20 seconds per kill
No band, Sanya, 12 str 450 damage at 2.24 seconds per attack: base DPS 200.89 39.88 +/- 0.20 seconds per kill
L3 band, Thyr, 12 str 427 damage at 1.73 seconds per attack: base DPS 246.82 32.01 +/- 0.17 seconds per kill
L3 band, Sanya, 12 str 519 damage at 1.92 seconds per attack: base DPS 270.31 29.94 +/- 0.16 seconds per kill
No band, Thyr, 14 str 403 damage at 2.03 seconds per attack: base DPS 198.52 39.14 +/- 0.19 seconds per kill
No band, Sanya, 14 str 507 damage at 2.24 seconds per attack: base DPS 226.34 34.72 +/- 0.19 seconds per kill
L3 band, Thyr, 14 str 481 damage at 1.73 seconds per attack: base DPS 278.03 28.05 +/- 0.15 seconds per kill
L3 band, Sanya, 14 str 584 damage at 1.92 seconds per attack: base DPS 304.17 26.83 +/- 0.15 seconds per kill
10000 health denizen, 42.5% crit rate
No band, Thyr, 12 str 358 damage at 2.03 seconds per attack: base DPS 176.35 25.73 +/- 0.31 seconds per kill
No band, Sanya, 12 str 450 damage at 2.24 seconds per attack: base DPS 200.89 23.48 +/- 0.29 seconds per kill
L3 band, Thyr, 12 str 427 damage at 1.73 seconds per attack: base DPS 246.82 19.38 +/- 0.23 seconds per kill
L3 band, Sanya, 12 str 519 damage at 1.92 seconds per attack: base DPS 270.31 18.28 +/- 0.22 seconds per kill
No band, Thyr, 14 str 403 damage at 2.03 seconds per attack: base DPS 198.52 22.84 +/- 0.28 seconds per kill
No band, Sanya, 14 str 507 damage at 2.24 seconds per attack: base DPS 226.34 21.23 +/- 0.25 seconds per kill
L3 band, Thyr, 14 str 481 damage at 1.73 seconds per attack: base DPS 278.03 17.21 +/- 0.21 seconds per kill
L3 band, Sanya, 14 str 584 damage at 1.92 seconds per attack: base DPS 304.17 16.61 +/- 0.21 seconds per kill
Comments
→My Mudlet Scripts
Also, I seem to remember that slash and doubleslash being different for limb damage. I tried to single slash someone and that formula didn't work, but when I dsl'ed them it did. I did not extensively test it, since I was just trying to get something that worked well enough for me instead of for the common man.
The damage per hit from doubleslash is equal to simply jabbing with that weapon. So one doubleslash with 90 damage rapiers is equal to two jabs with a single 90 damage rapier.
If I've implemented Chord's formula correctly it disagrees with actual, real world data using Soulpiercers. Out of the small sample of recent results I have saved, it only matched on two of them; interestingly those were the two with very high health (9255 and 9535 health). For those it was incorrect about it was consistently too low in its estimations, in some cases off by two slashes.
Results of disembowel testing | Knight limb counter | GMCP AB files
Results of disembowel testing | Knight limb counter | GMCP AB files
I forgot to mention.
Uhm. Don't hate me.
This was the amount of hits I needed to PREP someone. I.E., if the hits_to_break was 10, they required ten individual hits to get their limb ready to break on the next DSL. I changed the variable names when I posted them here and got lazy by the end of it, so I made a variable with a misleading name.
Still seems wildly inaccurate for Soulpiercers, though; with rounding and adding an additional two slashes it's now off in every single case.
Results of disembowel testing | Knight limb counter | GMCP AB files
Or Rajamala dodge bonus vs stock? Then Rajamala + Light Stepper.
Assume 40% armour stat and 12 Dex.
Does someone have equations to describe movement speed as a function of wind speed and ship type, and turning speed as a function of crew morale and ship type (or just ship type, assuming fanatical morale)?
edit: Oh, and crew experience is probably somewhere in here as well.
Svof
Mudlet Discord join up
(Or if an admin with the equations wants to make my day, that would be great too. Hint hint.)
https://docs.google.com/spreadsheet/ccc?key=0Ah2E83E8JLz6dHgtbUN1QkxPMXRFUGF6QWFXck5ULXc#gid=0
Let me know if something doesn't make sense
Dropping back to normal fluids naturally (no ginger/antimony or anything else influencing fluid levels) after a single temper takes ~69 seconds.
Dropping back to normal fluids with constant ginger/antimony from a single temper takes ~17 seconds.
Dropping back to normal fluids naturally after a single mercury homunculus attack takes ~10 seconds (although I've heard that it was bugged then, so this might be wrong).
Assuming 12 strength and nimble trait:
Unbanded:
DMG SPEED DPS
Thyr - 358 - 2.03 - 176
Mir - 404 - 2.72 - 148
Sanya- 450 - 2.24 - 200
Level 1 Band:
DMG SPEED DPS
Thyr - 381 - 1.92 - 198 (+22)
Mir - 427 - 2.58 - 165 (+17)
Sanya- 473 - 2.12 - 223 (+23)
Level 2 Band:
DMG SPEED DPS
Thyr - 404 - 1.86 - 217 (+19)
Mir - 450 - 2.53 - 177 (+12)
Sanya- 496 - 2.03 - 243 (+20)
So according to the data, Sanya comes out on top for the best, way better than Thyr in terms of damage and DPS. Mir which is much weaker than both Thyr and Sanya, ever weaker than I had thought. To test if these numbers were accurate I killed a mhun keeper in each stance: Mir, Thyr, and Sanya. Note: I did this test with a level 1 band.
Hits to kill - Time to kill (If no criticals)
Thyr - 24 - 46 seconds
Mir - 21 - 54 seconds
Sanya- 19 - 40 seconds
What about Arash and Doya, just for completeness?
Site: https://github.com/trevize-achaea/scripts/releases
Thread: http://forums.achaea.com/discussion/4064/trevizes-scripts
Latest update: 9/26/2015 better character name handling in GoldTracker, separation of script and settings, addition of gold report and gold distribute aliases.
I've only got the numbers with a level 1 band:
DMG SPEED DPS
Doya - 496 - 2.61 - 190
Arash - 519 - 2.02 - 256
But as you can see Doya is only slightly less damaging than Thyr. Arash is very strong, giving about 15% more DPS than Sanya, however at that large cost of decreased defense.
Stance Trials Mean Std dev
neutral 400 2.228 0.091
Thyr 338 2.033 0.079
Mir 605 2.724 0.100
Sanya 600 2.241 0.080
Doya 600 2.752 0.084
Arash 604 2.129 0.086
For DPS, assuming 12 str, that gives:
neutral: 191
Thyr: 176
Mir: 149
Sanya: 201
Doya: 172
Arash: 238
I'm a bit surprised that Sanya comes out so much better than Thyr/Doya, but other than that it's about what I'd expect.
Edit: aaand just realised I'd already posted these numbers.
Stance hits mean std dev
neutral 300 1.928 0.091
Thyr 250 1.727 0.061
Mir 300 2.427 0.076
Sanya 430 1.924 0.060
Doya 306 2.419 0.082
Arash 312 1.823 0.060
Looks to me as though things are consistent with a base time of 2.5s, with a 10% reduction for Thyr, 5% for Arash, and 20-25% increase for Doya and Mir, and a 5/10/15% reduction for a band, all stacking multiplicitavely.
[spoiler]
Assuming a denizen with 10000 max health, with a crit rate of 20% (~level 84):
250 damage at 1.00 seconds per attack: base DPS 250.00
30.39 +/- 0.14 seconds per kill
500 damage at 2.00 seconds per attack: base DPS 250.00
31.15 +/- 0.16 seconds per kill
750 damage at 3.00 seconds per attack: base DPS 250.00
33.07 +/- 0.19 seconds per kill
1000 damage at 4.00 seconds per attack: base DPS 250.00
32.02 +/- 0.20 seconds per kill
1250 damage at 5.00 seconds per attack: base DPS 250.00
31.91 +/- 0.22 seconds per kill
1500 damage at 6.00 seconds per attack: base DPS 250.00
33.81 +/- 0.23 seconds per kill
1750 damage at 7.00 seconds per attack: base DPS 250.00
34.38 +/- 0.24 seconds per kill
2000 damage at 8.00 seconds per attack: base DPS 250.00
33.01 +/- 0.24 seconds per kill
Same setup, but a crit rate of 42.5% (dragon with L1 pendant):
250 damage at 1.00 seconds per attack: base DPS 250.00
17.17 +/- 0.20 seconds per kill
500 damage at 2.00 seconds per attack: base DPS 250.00
18.96 +/- 0.23 seconds per kill
750 damage at 3.00 seconds per attack: base DPS 250.00
21.08 +/- 0.26 seconds per kill
1000 damage at 4.00 seconds per attack: base DPS 250.00
21.34 +/- 0.26 seconds per kill
1250 damage at 5.00 seconds per attack: base DPS 250.00
21.78 +/- 0.28 seconds per kill
1500 damage at 6.00 seconds per attack: base DPS 250.00
24.38 +/- 0.29 seconds per kill
1750 damage at 7.00 seconds per attack: base DPS 250.00
25.80 +/- 0.29 seconds per kill
2000 damage at 8.00 seconds per attack: base DPS 250.00
24.85 +/- 0.29 seconds per kill
[/spoiler]
Applied specifically to the blademaster stance question, this effect isn't large enough to make up for the difference in DPS between Thyr and Sanya, though at high levels and high damage the difference isn't nearly as large:
[spoiler]
10000 health denizen, 20% crit
No band, Thyr, 12 str
358 damage at 2.03 seconds per attack: base DPS 176.35
43.78 +/- 0.20 seconds per kill
No band, Sanya, 12 str
450 damage at 2.24 seconds per attack: base DPS 200.89
39.88 +/- 0.20 seconds per kill
L3 band, Thyr, 12 str
427 damage at 1.73 seconds per attack: base DPS 246.82
32.01 +/- 0.17 seconds per kill
L3 band, Sanya, 12 str
519 damage at 1.92 seconds per attack: base DPS 270.31
29.94 +/- 0.16 seconds per kill
No band, Thyr, 14 str
403 damage at 2.03 seconds per attack: base DPS 198.52
39.14 +/- 0.19 seconds per kill
No band, Sanya, 14 str
507 damage at 2.24 seconds per attack: base DPS 226.34
34.72 +/- 0.19 seconds per kill
L3 band, Thyr, 14 str
481 damage at 1.73 seconds per attack: base DPS 278.03
28.05 +/- 0.15 seconds per kill
L3 band, Sanya, 14 str
584 damage at 1.92 seconds per attack: base DPS 304.17
26.83 +/- 0.15 seconds per kill
10000 health denizen, 42.5% crit rate
No band, Thyr, 12 str
358 damage at 2.03 seconds per attack: base DPS 176.35
25.73 +/- 0.31 seconds per kill
No band, Sanya, 12 str
450 damage at 2.24 seconds per attack: base DPS 200.89
23.48 +/- 0.29 seconds per kill
L3 band, Thyr, 12 str
427 damage at 1.73 seconds per attack: base DPS 246.82
19.38 +/- 0.23 seconds per kill
L3 band, Sanya, 12 str
519 damage at 1.92 seconds per attack: base DPS 270.31
18.28 +/- 0.22 seconds per kill
No band, Thyr, 14 str
403 damage at 2.03 seconds per attack: base DPS 198.52
22.84 +/- 0.28 seconds per kill
No band, Sanya, 14 str
507 damage at 2.24 seconds per attack: base DPS 226.34
21.23 +/- 0.25 seconds per kill
L3 band, Thyr, 14 str
481 damage at 1.73 seconds per attack: base DPS 278.03
17.21 +/- 0.21 seconds per kill
L3 band, Sanya, 14 str
584 damage at 1.92 seconds per attack: base DPS 304.17
16.61 +/- 0.21 seconds per kill
[/spoiler]
I'm not 100% certain, though. Seeing choke at 12 int without a scimitar would help a lot.