Charged dash damage formulas?

Alright boiz I finally got around to doing some tests. tried to get a low variance damage weapon + Resolute Technique going and compare strategy of channeled-attacks-only vs. channel-to-full-and-then-release-"huge"-burst:

https://youtu.be/t9ttq4xwIfA - vid test 1
https://youtu.be/OVeqOjQuisY - vid test 2

too lazy to use a stopwatch but the kill-times are looking pretty similar:

looking at some rough figures for samples from vid 1:

channeled-only samples:
:08 to :13 = 5 seconds
:16 to :20 = 4 seconds

sets of full bursts:
:25 to :30 = 5 seconds
:31 to :35 = 4 seconds

obviously since these kill times are short, it's hard to look at % changes in kill-time so to speak... unfortunately i tried using Blood Aqueduct but it was hard to stay alive on my tester character while having slow kill-times

Let's see if we can math out something simpler, shall we?
:08 to :13 needs 8 maxed pulses to kill all foes. Each pulse deals 76% damage (lvl.2 C.D.) * 2.5 = 190% of weapon damage (the weapon DPS of 184.2% is lower because the pulses occur at less than 100% of your attacks per second).

So 8 * 190% = 1520% of weapon damage needed to kill a pack.

As you can tell from the videos, it takes my char 5 stacks to reach max distance, and deals 1 unmaxed pulse and 1 maxed pulse before reaching max distance. Therefore, a full-burst set based on my calcs would be:
76% damage * .75 * 5 = 285% of damage per full-burst
+ 76%
+ (76% * 2.5 = 190%)
= 285% + 76% + 190% = 551% per full-burst combo

and you can quite clearly see that it consistently takes 3 full-burst combos to kill a pack.

let's re-run the numbers with the other guy's Decay-based result:
76% damage * .75 * 5 * 2.5 = 712.5% damage per full-burst
+ 76%
+ 190%
= 712.5% + 76% + 190% = 978.5% per full-burst combo

meaning i should EASILY be killing packs in 2 combos or less, but you can see that that does not occur.

CONCLUSION: DPS at Gem Level 20 is 184.2% regardless of Charged Dash tactics.

people, please review my results and see if i have made an error somewhere or have false pretenses.
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Dernière édition par adghar#1824, le 22 août 2018 à 22:48:23
Spoiler
"
adghar a écrit :
Alright boiz I finally got around to doing some tests. tried to get a low variance damage weapon + Resolute Technique going and compare strategy of channeled-attacks-only vs. channel-to-full-and-then-release-"huge"-burst:

https://youtu.be/t9ttq4xwIfA - vid test 1
https://youtu.be/OVeqOjQuisY - vid test 2

too lazy to use a stopwatch but the kill-times are looking pretty similar:

looking at some rough figures for samples from vid 1:

channeled-only samples:
:08 to :13 = 5 seconds
:16 to :20 = 4 seconds

sets of full bursts:
:25 to :30 = 5 seconds
:31 to :35 = 4 seconds

obviously since these kill times are short, it's hard to look at % changes in kill-time so to speak... unfortunately i tried using Blood Aqueduct but it was hard to stay alive on my tester character while having slow kill-times

Let's see if we can math out something simpler, shall we?
:08 to :13 needs 8 maxed pulses to kill all foes. Each pulse deals 76% damage (lvl.2 C.D.) * 2.5 = 190% of weapon damage (the weapon DPS of 184.2% is lower because the pulses occur at less than 100% of your attacks per second).

So 8 * 190% = 1520% of weapon damage needed to kill a pack.

As you can tell from the videos, it takes my char 5 stacks to reach max distance, and deals 1 unmaxed pulse and 1 maxed pulse before reaching max distance. Therefore, a full-burst set based on my calcs would be:
76% damage * .75 * 5 = 285% of damage per full-burst
+ 76%
+ (76% * 2.5 = 190%)
= 285% + 76% + 190% = 551% per full-burst combo

and you can quite clearly see that it consistently takes 3 full-burst combos to kill a pack.

let's re-run the numbers with the other guy's Decay-based result:
76% damage * .75 * 5 * 2.5 = 712.5% damage per full-burst
+ 76%
+ 190%
= 712.5% + 76% + 190% = 978.5% per full-burst combo

meaning i should EASILY be killing packs in 2 combos or less, but you can see that that does not occur.

CONCLUSION: DPS at Gem Level 20 is 184.2% regardless of Charged Dash tactics.

people, please review my results and see if i have made an error somewhere or have false pretenses.


Well hot damn. Thank you for taking the time to test this, you're amazing.

To add to your conclusion with regards to the final wave benefiting from 150% more damage bonus, I also looked at the monsters you were charging through. Even if the whole thing didn't benefit, the other guy was saying that the final wave was benefiting. Which would mean the last monster in line (assuming the hit area is small for final wave, I don't know yet) would have died much earlier than the others. But they consistently all die on the same charge. So as you said, damage is definitely very consistent.

I'm hyped to play this in Delve now. Probably going to go Berserker to be even more hipster (if I can eventually figure out what the dps in POB translates to in game since 400k dps as Jugg seems really low but dayum I was tanky)
"
Namcap a écrit :
Spoiler
"
adghar a écrit :
Alright boiz I finally got around to doing some tests. tried to get a low variance damage weapon + Resolute Technique going and compare strategy of channeled-attacks-only vs. channel-to-full-and-then-release-"huge"-burst:

https://youtu.be/t9ttq4xwIfA - vid test 1
https://youtu.be/OVeqOjQuisY - vid test 2

too lazy to use a stopwatch but the kill-times are looking pretty similar:

looking at some rough figures for samples from vid 1:

channeled-only samples:
:08 to :13 = 5 seconds
:16 to :20 = 4 seconds

sets of full bursts:
:25 to :30 = 5 seconds
:31 to :35 = 4 seconds

obviously since these kill times are short, it's hard to look at % changes in kill-time so to speak... unfortunately i tried using Blood Aqueduct but it was hard to stay alive on my tester character while having slow kill-times

Let's see if we can math out something simpler, shall we?
:08 to :13 needs 8 maxed pulses to kill all foes. Each pulse deals 76% damage (lvl.2 C.D.) * 2.5 = 190% of weapon damage (the weapon DPS of 184.2% is lower because the pulses occur at less than 100% of your attacks per second).

So 8 * 190% = 1520% of weapon damage needed to kill a pack.

As you can tell from the videos, it takes my char 5 stacks to reach max distance, and deals 1 unmaxed pulse and 1 maxed pulse before reaching max distance. Therefore, a full-burst set based on my calcs would be:
76% damage * .75 * 5 = 285% of damage per full-burst
+ 76%
+ (76% * 2.5 = 190%)
= 285% + 76% + 190% = 551% per full-burst combo

and you can quite clearly see that it consistently takes 3 full-burst combos to kill a pack.

let's re-run the numbers with the other guy's Decay-based result:
76% damage * .75 * 5 * 2.5 = 712.5% damage per full-burst
+ 76%
+ 190%
= 712.5% + 76% + 190% = 978.5% per full-burst combo

meaning i should EASILY be killing packs in 2 combos or less, but you can see that that does not occur.

CONCLUSION: DPS at Gem Level 20 is 184.2% regardless of Charged Dash tactics.

people, please review my results and see if i have made an error somewhere or have false pretenses.


Well hot damn. Thank you for taking the time to test this, you're amazing.

To add to your conclusion with regards to the final wave benefiting from 150% more damage bonus, I also looked at the monsters you were charging through. Even if the whole thing didn't benefit, the other guy was saying that the final wave was benefiting. Which would mean the last monster in line (assuming the hit area is small for final wave, I don't know yet) would have died much earlier than the others. But they consistently all die on the same charge. So as you said, damage is definitely very consistent.

I'm hyped to play this in Delve now. Probably going to go Berserker to be even more hipster (if I can eventually figure out what the dps in POB translates to in game since 400k dps as Jugg seems really low but dayum I was tanky)


I am planning to do charged dash too in delve. Do you have any build ideas you want to share for a good league starter?

It's really good that you can choose to go slow or fast and reach the same amount of dps. I like that. Thanks for the testing and maths adghar.
Dernière édition par kompaniet#2874, le 23 août 2018 à 13:43:50
"
kompaniet a écrit :

I am planning to do charged dash too in delve. Do you have any build ideas you want to share for a good league starter?

It's really good that you can choose to go slow or fast and reach the same amount of dps. I like that. Thanks for the testing and maths adghar.


I don't have much of a plan or detailed build, it's more of skeleton for now just to have an idea. But this is likely what I'll be going for early in the league. Berserker crit 2h sword. I really wanted to go dual wield with Ahn's might but I get much lower damage than even Terminus Est, which you can still upgrade to much better. I also drafted an Ascendant Slayer/Raider version that looks pretty strong but too dependent on jewels which I know won't happen for a league starter.

https://pastebin.com/iAXW6E3x

Edit: fair warning, I'm far from being good at making builds, you can probably find a much better template on the forums, I just wanted a standard 2h sword crit template in the hopes that maybe one day I'll get a Voidforge
Dernière édition par Namcap#6810, le 23 août 2018 à 23:04:48
There's a lot of cool options with Charged Dash. I personally went with teh highmovespeed low attack speed option. I've never killed bosses faster than I do with this setup.

1 pulse + dash = the incusion boss goes to invincibility phase, Then I put my pulse into a giant circle thanks to high movespeed, I can do that, and clear all the trash mobs, then 1 pulse and a charge and he goes down after invincibility phase is over.

I went Ascendant because I wanted to combine the Templar and Ranger section of the tree because I went with elemental Charged Dash. But if I play Delve I will pick Juggernaught or Slayer and go physical combining marauder and duelist area.

Most likely Jugg because I don't want to have to chase accuaracy
Dernière édition par BearCares#6660, le 24 août 2018 à 00:21:00

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