Just done a lot of testing on Feffoids on
this thread as we noticed the wiki percentages for damage distribution are wrong for quite a number of mobs.
In fact we discovered thinking about it in terms of percentages isn't really very good at all as different mob maturities do different damage distributions (in some, hopefully rare, cases different maturities can actually do completely different damage types!).
Anyway, the Feffoid results are:
Feffoid Outcast does 10 Impact, 18 Cold. (28)
Feffoid Bandit does 12 Impact, 21 Cold. (33)
Feffoid Guard does 14 Impact, 24 Cold. (38)
Feffoid Raider does 14 Impact, 26 Cold. (40)
Feffoid Warrior does 16 Impact, 28 Cold. (44)
Feffoid Beserker does 16 Impact, 30 Cold. (46)
Feffoid Hunter does 17 Impact, 34 Cold. (51) *
Feffoid Warlord does 18 Impact, 37 Cold. (55) *
Feffoid Champion does 18 Impact, 39 Cold. (57)
Feffoid Clan Warlord does 19 Impact, 42 Cold (61)
These are the full damage hits. Actual hits will be the numbers above multiplied by a percentage between 50% and 100%.
(The results for the * ones require wiki's figures for max damage to be right - there's other possible combinations if either of them do 3 more max damage or 3 less max damage but I doubt that's the case)
Impact percentage ranges from 36.8% to 31.2%
Quote:
Originally Posted by The Nightbird
There's just no electric damage period, as you get hit for 1 in kobold + 5B. As for cold damage, I've never tried rascal + 5B but that would determine it easily.
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Correct in this case regarding the electric, however, it is actually possible to receive a 1.0 dmg hit when not protected against a damage type the mob does. Full damage is offered to both armor and plates, which results in you being able to protect against more of one damage type than it actually does (e.g. in Ghost+5B if you are hit with 12 Impact, you actually protect 12 Impact with both the Ghost and the 5B for a total of 24 - so even if you also were getting hit 12 Shrapnel too you would still take a 1.0 hit).