@Shecks:
A lot of classes have attacks that deal static percentages of limb damage. Rend for dragon is 25% limb damage each, as is maul, and I think whatever sylvan uses too.
For weapon attacks it's generally weapon damage stat versus target health; things that increase or reduce damage (strength, resistances, mastery, etc) don't have any effect. I think the exception is Blademaster (see below) but I'm also not sure if their swords use stats in the traditional way.
For monks knuckles increase limb damage on punches, I don't remember if stance has any effect (I don't think it does). Amount of damage required increases with target health.
For Blademasters stance, band level and attack type all seem to be factors against target health.
Blademaster sword stats don't affect Two Arts attacks, as such. Each level of band adds 5 to each stat, but the benefits are a flat 5% boost to speed/damage/maybe to-hit; runing one doesn't have any effect, for example. Limb damage for a given attack depends on the blademaster's stance, band, and lessons in Two Arts, and the target's max health.
Just to clarify, to resto break a limb as a mage with someone over (I think) 6k health is three earth/water and TWO air, rather than the one it takes for people with lower health. So it most definitely scales with health.
^ Now I remember. I prepped normally but dragons were 3 + 2, rather than 3 + 1. So do I need to test them all at each 1000 health mark or how would I find a closer mark? Or maybe just submit an idea to make it a flat percent so this is less of a pain.
I like my steak like I like my Magic cards: mythic rare.
What's the damage formula for Kai Choke, and is there a high-end cap on it? I'm curious on what the maximum attainable is what all is needed to achieve that. I ask the same question of Mind Crush.
Secondly - How does FItness, the miniskill, mitigate the damage of Kai Choke specifically?
I don't know the damage formula, not my thing. There's no cap on it, though diminishing returns hits you pretty hard.
Max would be Grook Scholar with 15 base int, +3 artie, level 3 collar, int spec, magic damage icon. Probably around 50% chokes to people with no resistance, but that's an estimate.
Disembowel is a straight percentage of maximum health, modified by strength, but reduced by any general damage resistances (algiz, truefavour, etc).
I have a Gem of Hasty Transmutation and a Grimoire of Adaptation these days so I may do some more testing tonight to get a better range of numbers. However, when I last tested it (quickly) every two points of strength was increasing damage by ~5.36% without torso damage, then ~9% with level one torso damage. The overall percentage of maximum health dealt was increased by a factor of 1.7 by level one torso damage. I couldn't get numbers for level two torso damage, but suffice to say that even with as little as 16 strength it was killing from full.
The numbers I do have from my previous testing, on a target with no general damage resistances and 4738 maximum health:
14 strength, no torso damage = 1852, 39.0882% 16 strength, no torso damage = 2106, 44.4491% (increased by 5.3609%) 18 strength, no torso damage = 2360, 49.8100% (increased by 5.3609%)
16 strength, level one torso damage = 3582, 75.6015% [1.700855 times no torso damage value] 18 strength, level one torso damage = 4012, 84.6771% (increased by 9.0756%) [1.7 times no torso damage value]
Quick update on disembowel because it is really odd. Need to wait a couple of hours for my gem to reset so I can reincarnate again, I'll post the actual numbers later once I've collected them all (doing 10 to 23 strength). However, what I've seen so far is that you get more of a benefit going from an odd amount of strength to an even amount than you do going from an even amount to an odd amount.
Disembowel is a straight percentage of maximum health, modified by strength, but reduced by any general damage resistances (algiz, truefavour, etc).
I have a Gem of Hasty Transmutation and a Grimoire of Adaptation these days so I may do some more testing tonight to get a better range of numbers. However, when I last tested it (quickly) every two points of strength was increasing damage by ~5.36% without torso damage, then ~9% with level one torso damage. The overall percentage of maximum health dealt was increased by a factor of 1.7 by level one torso damage. I couldn't get numbers for level two torso damage, but suffice to say that even with as little as 16 strength it was killing from full.
The numbers I do have from my previous testing, on a target with no general damage resistances and 4738 maximum health:
14 strength, no torso damage = 1852, 39.0882% 16 strength, no torso damage = 2106, 44.4491% (increased by 5.3609%) 18 strength, no torso damage = 2360, 49.8100% (increased by 5.3609%)
16 strength, level one torso damage = 3582, 75.6015% [1.700855 times no torso damage value] 18 strength, level one torso damage = 4012, 84.6771% (increased by 9.0756%) [1.7 times no torso damage value]
Ok, results of disembowel testing on a target with 4418 maximum health. HTML was generated straight from Excel, and I couldn't be bothered to fix the percentages, so there you go. (EDIT: Also forums don't want to style the table the same as the preview, so fuck it.)
Strength
No torso damage
Percentage
Damage increase
Percentage increase
Level one torso damage
Percentage
Damage increase
Percentage increase
10
1260
0.28519692168402
-
-
2144
0.485287460389316
-
-
11
1354
0.306473517428701
94
0.0212765957446808
2302
0.52105024898144
158
0.0357627885921232
12
1498
0.339067451335446
144
0.0325939339067451
2546
0.576278859212313
244
0.0552286102308737
13
1592
0.360344047080127
94
0.0212765957446808
2704
0.612041647804436
158
0.0357627885921231
14
1732
0.392032593933907
140
0.03168854685378
2946
0.666817564508828
242
0.0547759167043912
15
1826
0.413309189678588
94
0.0212765957446808
3106
0.703033046627433
160
0.0362154821186057
16
1970
0.445903123585333
144
0.0325939339067451
3348
0.757808963331824
242
0.0547759167043911
17
2064
0.467179719330014
94
0.0212765957446808
3508
0.79402444545043
160
0.0362154821186057
18
2206
0.499320959710276
142
0.0321412403802626
3750
0.848800362154821
242
0.0547759167043911
19
2300
0.520597555454957
94
0.0212765957446809
3910
0.885015844273427
160
0.0362154821186058
20
2442
0.55273879583522
142
0.0321412403802626
4152
0.939791760977818
242
0.0547759167043911
21
2538
0.574468085106383
96
0.0217292892711635
4314
0.976459936622906
162
0.0366681756450883
22
2678
0.606156631960163
140
0.03168854685378
KILL
-
-
-
23
2772
0.627433227704844
94
0.0212765957446808
KILL
-
-
-
24
2914
0.659574468085106
142
0.0321412403802626
KILL
-
-
-
Also, I didn't lose it at the end and start typing KILL into my spreadsheet; that just indicates that the disembowel is killing from full so it's impossible to get an accurate number.
Quick update on disembowel because it is really odd. Need to wait a couple of hours for my gem to reset so I can reincarnate again, I'll post the actual numbers later once I've collected them all (doing 10 to 23 strength). However, what I've seen so far is that you get more of a benefit going from an odd amount of strength to an even amount than you do going from an even amount to an odd amount.
One other thing. Is the bleeding based on how much damage was delt or is it just a number based on torso break when the dsb goes off? I've survived a level 2 torso broken dsb once (runes+mir+earth blessing before rune/mir nerf)
And I believe it had me bleeding at 1k or so. but this was also along time ago... And thanks for the numbers!
@Xith: That would require me to type the results out by hand (or mess around with Excel) and I'm simply not that invested. The cells were formatted as percentages with two decimal places in my spreadsheet but that doesn't carry over if you concatenate the cell value with a string.
@Caladbolg: I didn't test bleeding so I have no idea, but I could do at some point.
It just means someone was paying D&D when they wrote it.
In all seriousness, it could be a complex equation, or one that isn't readily obvious, like Ragnarok Online using Str+(Str/10)^2 for melee damage bonus. At a gut feeling guess there's either a division or modulo by 2 somewhere in there, but I'm not as adept at working backwards to the equation.
Bydar, a garish-looking trader says, "I'm not a man, I'm an experience."
It doesn't seem like a very complex equation actually. It scales pretty linearly, and the jumps on odd/even make it seem like they're either flooring a divide or bit-shifting a value as it steps. Using that, I guessed the no torso damage equation as this:
That gets me numbers almost identical to the chart for no torso damage (where >> 1 is a bitshift right by 1, which is functionally the same as flooring a division by 2). There seems to be a tiny amount of diminishing returns on strength that this doesn't account for, though. At 10 strength, the equation is dead on. At 24 strength, it's off only by 0.3%, which is almost insignificant.
If I had to guess, level 1 torso damage adjusts the coefficients there from 2.1 and 1.2 to about 3.6 and 1.8 respectively.
Back to the limb damage stuff. Do things like armour stats change the amount of damage blades and tekura and such do on the limbs? I didn't see anybody comment on that.
Comments
I have a Gem of Hasty Transmutation and a Grimoire of Adaptation these days so I may do some more testing tonight to get a better range of numbers. However, when I last tested it (quickly) every two points of strength was increasing damage by ~5.36% without torso damage, then ~9% with level one torso damage. The overall percentage of maximum health dealt was increased by a factor of 1.7 by level one torso damage. I couldn't get numbers for level two torso damage, but suffice to say that even with as little as 16 strength it was killing from full.
The numbers I do have from my previous testing, on a target with no general damage resistances and 4738 maximum health:
14 strength, no torso damage = 1852, 39.0882%
16 strength, no torso damage = 2106, 44.4491% (increased by 5.3609%)
18 strength, no torso damage = 2360, 49.8100% (increased by 5.3609%)
16 strength, level one torso damage = 3582, 75.6015% [1.700855 times no torso damage value]
18 strength, level one torso damage = 4012, 84.6771% (increased by 9.0756%) [1.7 times no torso damage value]
Results of disembowel testing | Knight limb counter | GMCP AB files
Tested earlier and it seemed to do nothing. What does it do now?
Results of disembowel testing | Knight limb counter | GMCP AB files
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Also, I didn't lose it at the end and start typing KILL into my spreadsheet; that just indicates that the disembowel is killing from full so it's impossible to get an accurate number.
Results of disembowel testing | Knight limb counter | GMCP AB files
@Caladbolg: I didn't test bleeding so I have no idea, but I could do at some point.
Results of disembowel testing | Knight limb counter | GMCP AB files
- Limb Counter - Fracture Relapsing -
"Honestly, I just love that it counts limbs." - Mizik Corten
Damn. That's some crazy damage on the upper end.
In all seriousness, it could be a complex equation, or one that isn't readily obvious, like Ragnarok Online using Str+(Str/10)^2 for melee damage bonus. At a gut feeling guess there's either a division or modulo by 2 somewhere in there, but I'm not as adept at working backwards to the equation.
damage percent = (2.1*str) + (1.2* (str>>1)) + 1.5
That gets me numbers almost identical to the chart for no torso damage (where >> 1 is a bitshift right by 1, which is functionally the same as flooring a division by 2). There seems to be a tiny amount of diminishing returns on strength that this doesn't account for, though. At 10 strength, the equation is dead on. At 24 strength, it's off only by 0.3%, which is almost insignificant.
If I had to guess, level 1 torso damage adjusts the coefficients there from 2.1 and 1.2 to about 3.6 and 1.8 respectively.
...the things boredom at work makes me do.