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Old 03-02-2007, 13:56   #41
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Quote:
Originally Posted by Witte View Post
I have added avarage damage and decay at the mobchart:http://www.pe-wiki.info/Chart.aspx?chart=MobLevel

Feedback is appreciated. I did not check any of the values manually, so it can be wrong.



That wont be too bad i think. You can use the mobchart to see its decay



Yes you pay for the real protection, not for protecion it could give at full TT.
Big HOWEVER:
You pay the minimum decay based on the total protection the armor would give at full TT (based on this quote from Witte's previous post)

Quote:
Originally Posted by Witte
edit: Minimal decay will stay constant, and is the maximum possible by that armor in full condition..
With Vindicator's total protection of 18, the minimum decay is 0.18 pec for the 4 damage protected if the armor is at full health, and still 0.18 pec for the 2 damage protected if the armor is 50% decayed.

--On a funny side note: the "hypothetical" example of ghost and globsters became oh so real to me last night on several occasions
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Old 03-02-2007, 14:09   #42
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Quote:
Originally Posted by Coop_ View Post
With Vindicator's total protection of 18, the minimum decay is 0.18 pec for the 4 damage protected if the armor is at full health, and still 0.18 pec for the 2 damage protected if the armor is 50% decayed.

--On a funny side note: the "hypothetical" example of ghost and globsters became oh so real to me last night on several occasions
Oops...

Yeah be careful when picking an armor that has its lowest protection in the type you are interested in, especially for low protection armors where the cost/point protection is still very low.
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Old 03-02-2007, 14:13   #43
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Yeah doing an average based on how much estimated damage is going to be done summed up as 75% is a bit of a hokey way, but unfortunately, that would be the only 'approximation' of damage dealt that we have atm I guess.

What I would say is, creatures are like n00bs, they make as little as quarter damage no matter what mob they are. How often they do that and how often they miss is to do with the calculations made against the avatar's Agility and Defence profession against the Mobs Intel and Strength values. (This is what I feel is going on, although I've no conclusive proof of this)

For information, with my level of Evade (Level 30 Evader and 71.3 Agility), Atrox Gaurdian makes mainly 50% or less sized hits with occasional streaks of 75+ dmg (un-armored.) I know this because I was doing them naked last night

Needless to say, I'm still not quite good enough to do Atrox Gaurdian+ naked for any sustainable amount of time with a FAP-90 But that's off going off topic

Anyhow, I'll say it again, good work for getting that on there Witte. It's a real handy addition to the MobLevel chart.


Can I ask for a tweak to be made to the weights column in the Armour so that a weight shows up as green if all figures are entered and red if one or more figures are missing. Save people having to go into each armour set and check the weight is entered on each part. It's not a priority change, just a nice to have I guess.
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Old 03-02-2007, 14:26   #44
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Quote:
Originally Posted by AkiranBlade View Post
Yeah doing an average based on how much estimated damage is going to be done summed up as 75% is a bit of a hokey way, but unfortunately, that would be the only 'approximation' of damage dealt that we have atm I guess.

What I would say is, creatures are like n00bs, they make as little as quarter damage no matter what mob they are. How often they do that and how often they miss is to do with the calculations made against the avatar's Agility and Defence profession against the Mobs Intel and Strength values. (This is what I feel is going on, although I've no conclusive proof of this)
I specifically linked my test in the other thread for you, Akiran, because i've seen you make this statement before. Even lowly tantillions never hit below 50% max (except perhaps a very rare bug -- even i have hit below min damage before once or twice).

Mob damage distribution is from 50% to 100% max, with a mean of 75%. If anyone has any data to suggest otherwise, please post it.
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Old 03-02-2007, 14:27   #45
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I am not sure, but wasnt there a thread somewhere that showed that 75% was valid, no matter the skillevel of the avatar or mob?
edit: never mind this, seem doer already posted that


Anyway, back on topic, some bad news: Both plates and armor take the full damage hit. So there isnt any order on which takes damage 1st. The decay on plates seems to be the same as on armor (based on 5b and 6b decay). I didnt test the minimal decay thing, but I just assume its also the same.

I will update the mobchart with this info.

Last edited by Witte; 03-02-2007 at 14:36.
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Old 03-02-2007, 14:31   #46
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Quote:
Originally Posted by Doer View Post
I specifically linked my test in the other thread for you, Akiran, because i've seen you make this statement before. Even lowly tantillions never hit below 50% max (except perhaps a very rare bug -- even i have hit below min damage before once or twice).

Mob damage distribution is from 50% to 100% max, with a mean of 75%. If anyone has any data to suggest otherwise, please post it.
I'm pretty sure Ambu youngs hit me for less than 22.5 naked. I'll have to test it. I could well be wrong.
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Old 03-02-2007, 14:35   #47
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Quote:
Originally Posted by Witte View Post
I am not sure, but wasnt there a thread somewhere that showed that 75% was valid, no matter the skillevel of the avatar or mob?
I only tested it for one avatar with 25% maxed Evader level, on a low level mob. I guess having Neo test it with male snable young might reveal something different, but it doesn't seem likely . I haven't seen any other tests, though.

If it seems to be happening with ambu youngs, perhaps the max damage value is wrong?

Quote:
Anyway, back on topic, some bad news: Both plates and armor take the full damage hit. So there isnt any order on which takes damage 1st.
I'm not quite sure what you mean by this. Surely the decay on plates and armor is dependent on how much each of them absorb damage? Are you saying it's split evenly between the two, rather than going all to the plates if possible?
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Old 03-02-2007, 14:55   #48
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Quote:
Originally Posted by Doer View Post
I'm not quite sure what you mean by this. Surely the decay on plates and armor is dependent on how much each of them absorb damage? Are you saying it's split evenly between the two, rather than going all to the plates if possible?

Example: Angel+5b
Hit: 20 impact

20 damage offered to the angel armor -> ~1,75 decay
20 damage is offered to the 5b plates -> ~0.77 decay

Angel blocked 20 damage, 5B blocked 12, so a total of 32 is blocked. Since the hit was just 20, the resulting damage you recieve is 20-32=-12 which is impossible so will be 1.

But you still pay decay as if you absorbed 32 damage, so 2.52 decay.
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Old 03-02-2007, 15:04   #49
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Quote:
Originally Posted by Witte View Post
Example: Angel+5b
Hit: 20 impact

20 damage offered to the angel armor -> ~1,75 decay
20 damage is offered to the 5b plates -> ~0.77 decay

Angel blocked 20 damage, 5B blocked 12, so a total of 32 is blocked. Since the hit was just 20, the resulting damage you recieve is 20-32=-12 which is impossible so will be 1.

But you still pay decay as if you absorbed 32 damage, so 2.52 decay.
...damn.

So plates are best in circumstances where you always receive more damage than your protection. It doubly reinforces the maxim: don't overprotect!

Nice work. (Goes off to spread it around)

My guardian+2c uber 6 point protection system is still good for impact mobs.
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Old 03-02-2007, 15:42   #50
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These numbers are confusing me. Sorry.

To test the plate first you need to take a hit of less than the plate protects do you not? So case in point - Impact protection. Using a 5B go for a Daikiba or Bery Young (has to be a young) and take a hit.

Check the decay on both the base armour and the plate.

You will need to repeat this test as there is no one mob that delivers 100% impact at less than or equal value to the 5B or even 8A max impact protection. Unfortunately sweating chirpies makes them run off not attack.

Until you have done this a few times and see if the base armour decays every single time you can then say the base armour decays at least the minimal decay even if the plate sucks up mose of the dmg.

Alternatively try Allophyls with Shogun and 5B. The Allo should never make over 9dmg in impact if the figures are correct on wiki (26 dmg * 0.33 (%) = 8.58 dmg)
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