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Some numbers so that we may stop guessing


RancorSnp

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Okay so I did sit down to make some testing and will be writing it all down here so that we may finally use maths instead of the force when talking about the game. 

Let's start with Wickerbottom as the most pressing subject here : 

1. Wickerbottom needs to deal exactly 200 damage in order to charge her spell.

2. Wearing the starting armor she can cast petrify every 18 seconds, this in turn unboosted lasts for 13 seconds. 

3. Healing staff wearing the standard armor has 22,80 seconds cooldown (Probably 25 without it?) 

4. The healing zone lasts for exactly 10 seconds and heals at a rate of 6 hp/s without boost, 8hp/s boosted. (So 60hp vs 80hp) [That does not include healing dealt nor healing received helmet]   -
  4a) By that we can see that in 90 seconds of time Wickerbottom will theoretically heal heal 240 hp and be almost ready for 4th cast (1 second away from it).  Meanwhile Winona will cast 4 times which surprisingly also gives 240hp healed. This does make it seem like they are even BUT I just picked the time unfortunately, as Wicker is just about to cast heal in 1 second, while Winona still needs to wait 10 seconds before she can cast again.  

Fire staff enables Wickerbottoms boost in 7 hits. This means she can use meteor and both books with boost before meteor is ready to be cast again. 


I also do plan to list DPS for all characters and weapons in this thread but honestly I am very tired so will do that in the morning. IF anyone wants to help with dps while I am sleeping it would definetely be helpful ;)

For now I have enough recorded material to determine dps of : 

Wigfrid starting spear. 
Starting darts. 
Hammer
Lucy
Healing staff

And their specials
(also HP of the Pit pig :p)

 

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FINALLY SOME NUMBERS THANK THE LORDS ABOVE...........
and thank you...

 

All left that i want to find out:

how much does the 10% CDR reduce different timers? is it really a game-breaking difference on the heal staff? is 10% CDR enough of a reason to pick winona over being able to heal more per second? 

not to mention that healing more can save the game by .... NOT HAVING PEOPLE DIE... because being able to cast the circle sooner won't help when everybody died because they didn't have the bonus HP..

just food for thought. thanks for figuring all this out.

so that's 20 hits with healing staff (jeez no wonder it feels so long) or 6 or 7 with fire staff (and no wonder that felt so easy in contrast)

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Total mob quantity: 88
Pit Pig: 56 = 3 + 6 + 9 + 12 + 6 + 6 + 2 + 2 + 10
Crocommander: 6 = 2 + 2 + 1 + 1
Snortoise: 11 = 7 + 2 + 2
Scorpeon: 11 = 7 + 2
Boarilla: 3 = 1 + 2
Boarrior: 1

 

Given a minimum total damage of 154418 in a previous match and the tendency to use multiples of 34, I can make some HP estimates on some unknowns like Crocommander, Boarilla and Boarrior.

Pit Pig: 340 = 34*10 (high confidence)
Crocommander: 850 = 34*25 (low confidence)
Snortoise: 2550 = 34*75 (moderate confidence)
Scorpeon: 3400 = 34*100 (moderate confidence)

Boarilla: 10200 = 34*300 (low confidence)
Boarrior: 34000 = 34*1000 (wild guess)

These numbers fall in the reasonable bound of 154190 minimum damage.

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Might as well post this here.

Cooldown for every weapon:

  • Darts: 24 seconds
  • Forging Hammer: 18 seconds
  • Molten Darts: 18 seconds
  • Pith Pike: 12 seconds
  • Spiral Spear: 12 seconds
  • Riled Lucy: 0 seconds (see pickup rule)
  • Infernal Staff: 24 seconds
  • Living Staff: 24 seconds
  • Petrifying Tome: 18 seconds
  • Tome of Beckoning: 18 seconds

Data taken with Forge Cooldown Timer

Pickup rule: On pickup, every fully charged item will have a 1 second cooldown. Though I can't 100% confirm it due to display lag, I'm fairly certain this 1 second cooldown is affected by cooldown reduction. I can't confirm whether or not items picked up between 0-1 second cooldown times are affected by this rule.

Cooldown reduction: This is applied on weapons as you hold them, not when cast or dropped. It is applied to the cooldown remaining, not the total cooldown. For example, if you have 2.4 seconds left on your living staff cooldown and equip a crystal tiara, you will only reduce .24 seconds off the cooldown.

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Armor break stats:

The melee weapons' armor break ability is a 10% damage buff applied over 5 hits (throwing Lucy counts as 1 hit, anvil strike counts as 0). It can be applied while the enemy is in guard stance.

Evidence in damage change:

  • Spiders: 9 > 10 [9 * 1.1 = 9.9]
  • Living staff: 10 > 11 [10 * 1.1 = 11]
  • Forging hammer: 20 > 22 [20 * 1.1 = 22]
  • Tome of beckoning elemental: 25 > 28 [25 * 1.1 = 27.5]
  • Infernal staff with Clairvoyant crown: 31 > 34 [25 * 1.25 * 1.1 = 34.375]

This is the damage scaling for the forging hammer:

  • hit 1: 20 [20 * 1 = 20]
  • hit 2: 20 [20 * 1.02 = 20.4]
  • hit 3: 21 [20 * 1.04 = 20.8]
  • hit 4: 21 [20 * 1.06 = 21.2]
  • hit 5: 22 [20 * 1.08 = 21.6]
  • hit 6: 22 [20 * 1.1 = 22]

This is the damage scaling for an infernal staff with clairvoyant crown (subject to more rounding due to +25% magic damage):

  • Armor break 0: 31 [25 * 1.25 = 31.25]
  • Armor break 1: 32 [25 * 1.25 * 1.02 = 31.875]
  • Armor break 2: 33 [25 * 1.25 * 1.04 = 32.5]
  • Armor break 3: 33 [25 * 1.25 * 1.06 = 33.125]
  • Armor break 4: 34 [25 * 1.25 * 1.08 = 33.75]
  • Armor break 5: 34 [25 * 1.25 * 1.1 = 34.375]

This is the damage scaling for an elemental from the tome of beckoning (not subject to magic damage since it has no effect):

  • Armor break 0: 25 [25 * 1 = 25]
  • Armor break 1: 26 [25 * 1.02 = 25.5]
  • Armor break 2: 26 [25 * 1.04 = 26]
  • Armor break 3: 27 [25 * 1.06 = 26.5]
  • Armor break 4: 27 [25 * 1.08 = 27
  • Armor break 5: 28 [25 * 1.1 = 27.5]

Each level of Armor break applies a +2% damage bonus. For the weapons that apply them, the bonus is not applied to the hit that causes armor break, but to each subsequent hit.

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