User:Praise
User_talk:Praise
IGN: Adanel Jade
GWLegacy: Praise
Discord: praise7828
This is basically just a dump of selected data and research conclusions, so apologies for the format. You should still be able to find what you want to know.
Credits[edit]
Much of the info on these pages was discovered after discussions with Star Foxtrot and Red Fireball. Many thanks to them.
Oldschool mods & upgrade components[edit]
A lot of info not found on main wiki pages: OS Mods⇒
How to calculate armor penetration[edit]
Some details answering open questions found on main wiki pages: Armor Penetration Notes⇒
Weapon damage calculation[edit]
How regular attack damage is rolled[edit]
Some info not found on main wiki pages: Regular Damage Generation⇒
Dealt by NPC[edit]
This info is new to almost everyone: NPC Damage⇒
Dealt by player[edit]
Martial weapon damage dealt by player[edit]
The damage calculation page is reasonably correct on this topic. The only things to add for clarity are:
- the critical hit bonus for scythe is not 20, but 5;
- the critical hit bonus is not capped at 0, it does become negative if you wear no armor;
- the height factor for ranged weapons (i.e. bow/spear/staff/wand):
- starts at 100 gwinches and ends at approximately casting range
- as a bonus, affects normal damage, while critical hit damage only increases when the normal damage becomes larger than the non-height-bonus damage value, becoming the same value as the maximum normal damage
- as a penalty, affects normal damage, while critical hit damage is not affected
Caster weapon damage dealt by player[edit]
The damage calculation page gives little info on this topic. Things to add for clarity are:
- provided the weapon requirement is met, caster weapon dmg is calculated the same way as armor-respecting skill dmg
- the critical hit probability formula is different from the one for martial critical hit probability: see more about that on my critical hit probability pages
Weapon damage when its requirement is not met[edit]
There is a difference between pre- and post-nerf weapons regarding weapon base damage when you don't meet its mastery requirement. Basically, their actual dmg ranges are different:
- the post-nerf damage range for any weapon when you don't meet its requirement is: ⅓MinDmg - ⅓MaxDmg rounded down. E.g. a req. 11 19-35 post-nerf hammer at 10 mastery will deal 6-11 base dmg and effective critical hit dmg of 13
- the pre-nerf damage range for any weapon when you don't meet its requirement is: a random range below or up to the max range for req. 0 of that weapon type. E.g. my req 11 19-35 pre-nerf hammer at 10 mastery deals 11-15 base dmg and effective critical hit dmg of 18
To assess whether a weapon is pre-nerf or not, checking its 'req. not met' damage is the only way that always works.
Other methods, like looking at a screenshot of the item, will not identify all pre-nerf items. Only the most obvious screenshots are recognised by people as pre-nerf, mostly based on rarity/inherent mod combo, req/skin combo, req/dmg range combo, or req/gold value combo.
Critical hit probability calculation[edit]
The damage calculation page is incorrect on this topic.
TLDR:
- The formula shown on this wiki contains a factor 0.05, which is wrong, it should be 0.5. I know that Isaiah provided that formula, but it's obviously not used by the actual game. Perhaps he selected the wrong version from a file of different formulae used for testing?
- The formula shown on this wiki is incomplete. The game limits critical hit probability to 1, while this formula is simply exponential and goes above 1.
I have collected a lot of data on critical hit probabilities while varying circumstances. Unfortunately, a straightforward correct formula is too difficult to find for me. However, I can propose a simple version that matches the observations very closely and will give you accurate predictions within 1-2% uncertainty. All the details are explained here: Critical Hit Probability Calculation⇒
Double strike probability and influence on DPS[edit]
The wiki is incorrect on this topic.
TLDR: The double strike probability is higher than stated, and on top of that it adds extra DPS via another mechanism.
See the details on my page Double Strikes⇒
Infinite enchantment duration exploit[edit]
Why it works: Increased Enchantment Duration Exploit⇒
Skill bugs[edit]
Enchanter's Conundrum is supposed to inflict 100-240% slower casting time of enchantments. However, in reality it is capped at 150%, which is clearly not the intended result. Above 8 Domination Magic, you will continue to do more damage, but your target's casting times will not increase anymore.