Class Damage Multipliers & Taunt Question

Tucker
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Joined: Mon Jun 05, 2017 2:50 am

Class Damage Multipliers & Taunt Question

Postby Tucker » Sun Jun 18, 2017 4:50 pm

I've been hunting for info on several subjects recently and haven't been able to find information on a couple of things.

1. While hunting for the impact of Wisdom on morph for Druids I saw a post from Nighthawk (iirc) that mentioned that Druids/Elder's have a sort of negative damage multiplier and it seemed to indicate that every class might have a multiplier of some sort.

The AP of one class would be different from others


So I'm curious if that info is available or if there is elaboration anyone knows of. It sounds like a 20str x class vs a 20str y class will have different AD values.

Is it something like druids are 70%, monks 80%, clerics 60%, Barbs 110%, Knights 100% or something like that?

2. Knights/Cav's Taunt mechanics. Taunt works off of CHR but I couldn't find any more specific info on that. Does higher chr determine the length of a Taunt? Is there a failure chance on taunt depending on enemies or anything that CHR could effect? Does anyone have rough examples of the dmg block by chr? I'm curious how a 10 CHR knight would taunt vs a 23 chr knight would. I imagine it would be something like percentage base (23 blocks 50% and 10 blocks 10% or smth), but I'm curious if anyone has more info.

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Folder
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Re: Class Damage Multipliers & Taunt Question

Postby Folder » Thu Jun 22, 2017 3:18 pm

I like turtles.
<Silhouette>

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Styx
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Re: Class Damage Multipliers & Taunt Question

Postby Styx » Fri Jun 23, 2017 1:31 am

Turtles on a half shell, turtle powah

:popcorn:

Tucker
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Re: Class Damage Multipliers & Taunt Question

Postby Tucker » Sat Jun 24, 2017 2:27 am

I'm seeing numbers from 2016 December that put 23 chr at around 15% damage reduction. I am seeing indications around that time that /taunt blocks magic and physical and creates 'copies' of the character based of chr as well which makes no sense.

* WTF is the copies thing referenced below? Is that to explain the aggro mechanic basically saying which high chr taunt (6 'clones') the npc is 6x more likely to focus you in a party of 6 with a total of 6 targets? I.E. ~16.6% chance of getting hit before taunting and ~54.5% after?

NightHawk wrote:Scaling, something like this in a party of 6 (One being you). please remember there are going to be dupes here, simply because you cannot have 0.2 of a copy, each time you are 'copied' it takes up a value of 1, regardless. This is just an example so far.

10 char: 20% (1 copies of you + you)
13 char: 30% (2 copies of you + you)
16 char: 40% (3 copies of you + you)
19 char: 50% (4 copies of you + you)
22 char: 60% (5 copies of you + you)


* Also is Agi roughly 2% per point or 1.75% related to dodge and hitrate (excluding any classes bonuses) - I've seen both number quotes from different time periods. I know its a minor difference but still muh numbers gotta be right or my brain itches

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Lateralus
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Re: Class Damage Multipliers & Taunt Question

Postby Lateralus » Sat Jun 24, 2017 2:32 am

creates 6 copies meaning say you are in a party of 6 and trying to take ago normally you would only get hit 16.7% but with taunt youll get hit 54.5% like you said.

As for agi I believe its 2% however its getting looked at to be changed to 2.25 or 2.5% since it doesnt matter much atm compared to str or end.

Tucker
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Re: Class Damage Multipliers & Taunt Question

Postby Tucker » Sat Jun 24, 2017 4:11 am

Thank you Lateralus!

One More upon stumbling through the changelogs: viewtopic.php?f=10&t=93

* Is there an undocumented change to Knight and Barb class modifiers? The only note I can find is 7.5% dodge rate loss to barbs and 7.5% HR increase to knights but on the Wiki and class modifiers forum thead both are different (5 and 4% respectively).

Tucker
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Joined: Mon Jun 05, 2017 2:50 am

Re: Class Damage Multipliers & Taunt Question

Postby Tucker » Mon Jun 26, 2017 3:20 pm

NM on that percentage change I found the patch thread that shows the change to 5 and 4 % looking to be very recent.

Papa still needs his class damage multipliers and taunt percentage damage reduction if possible :D

Also I'm curious if /taunt reduces magic as well as physical equally or just physical reduction


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