Some questions about armor and resistance

KYTX

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Hi people,

After reading these articles
http://www.exiledkingdoms.com/wiki/inde ... esistances
http://www.exiledkingdoms.com/wiki/inde ... itle=Armor
http://www.exiledkingdoms.com/wiki/inde ... apon_Speed

I came come up with an idea of a spreadsheet to actually calculate elemental resistances and true weapons DPS vs specific targets. Now, I'm largely done with it but there are a few things that aren't clear. It would be awesome if I could finish it by Monday the 8th as this is when I return to work and will not have as much time for this.

Q1. Spirit can also do actual damage to HP. Now, does it follow the same pattern as stun/paralysis, i.e. full damage, half damage, no damage? Or does it follow the same pattern as other 5 elements, i.e. deducting a percentage of attack?

Q2. There is no clear explanation of what happens when your res goes above 210? Do you get healed? And what about negative resistance? You obviously take extra damage but are there the same points (-50,-80,-110) at which the coefficient changes, or is it different?

Q3. Regarding resistance to physical damage, the minimun damage is 20% of the incoming attack. Is it rounded up or down? I'm pretty sure it's up but I would like to have it confirmed.

Q4. Minimum armor value is 20% (or 40% with a shield) of your armor parameter. Is it rounded up or down?

Q5. If weapon damage is, say, 3 to 7, does that mean that attack values of 3, 4, 5, 6 and 7 are equally likely, or 5 being the average is more likely?

The sooner I get the answers the sooner I can finish my calculator and if you guys are interested I can have someone post in on Wiki for you.
 

VDX_360

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Those game mechanic questions can only be accurately answered by the Developer. Everyone else would be giving observations.

I've never heard of anyone getting healed by elemental damage so maybe Resistance above 210 simply becomes moot? With the element protecting skills out there, it might be possible to reach that level of resistance. It would make fighting certain bosses easy.
 

KYTX

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My work will not look complete if I do not cover those extreme cases. Besides some creatures seem to get healed by elemental attacks. If I have a little ice dagger with puny base damage or a flaming great sword with decent base and a little fire damage, which one will best at killing an ipm? I want my calc to be able to provide those answers too.

Update: so, after a few more hours I'm finally pretty happy with my speadsheet. However without those answers I won't guarantee its correctness with negaive or very high elemental resistances, all things Spirit and Armor parameter values not divisible by 5.

Really wish the dev can take a look at it and tell me if it looks about right.
 

VDX_360

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Given the impact class, level, skills, traits all play in "true dps," the proposed spreadsheet would be rather large and nearly impossible to update. And that's not even looking at the enemy type issue.

It's an interesting idea just too many variables.
 

KYTX

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Base damage of given weapon can be seen in your character screen, so that includes all trait and skill bonuses (I hope, if not, there's just a little more tinkering to do with numbers). I do not consider skills that boost damage temporarily like Stab etc, this calc is to compare weapons with each other against specific enemies. It is far not the biggest nor most complex of my Excel projects, it's one of my hobbies, really. You can check it yourself, I can upload what I've got here.
 

VDX_360

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KYTX":21yv9qcp said:
Q5. If weapon damage is, say, 3 to 7, does that mean that attack values of 3, 4, 5, 6 and 7 are equally likely, or 5 being the average is more likely?
My understanding is that the damage range is determined by a simple random value generator so all values in the range have equal chance. That fits my observations as well.

Keep in mind bonus for STR, AGL and AWA will alter the base damage for weapons based on their weapon type. Skills such as Two Handed Expert and Staff Mastery give damage bonus based on a trait (higher trait, higher bonus), and skills such as Wand Mastery and Crusader give a damage per hit bonus based on skill level. Archery gives a damage bonus based on character level and skill level, just to keep in complicated.

So depending on a build, different weapons will preform differently, altering the "True dps" rating for each weapon, even considering enemy type.
 

VDX_360

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The skills listed above give permanent bonuses.

Fury, Flurry, Battle Rage, Blood Lust etc give a temporary bonus
 

KYTX

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VDX_360":2mexapnx said:
The skills listed above give permanent bonuses.

Fury, Flurry, Battle Rage, Blood Lust etc give a temporary bonus

Their effects and effects of traits should be seen in the character menu when you equip the weapon, correct?
 

VDX_360

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When the skills are ACTIVE, the new character damage-per-hit and damage-per-second should show on the backpack screen. Any special damage should be visible under the "Details" button, including extra damage for temp. traits (Battle Rage increases STR which increase damage by weapon type).
 

DavidBVal

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Great idea!

KYTX":1049g2eo said:
Q1. Spirit can also do actual damage to HP. Now, does it follow the same pattern as stun/paralysis, i.e. full damage, half damage, no damage? Or does it follow the same pattern as other 5 elements, i.e. deducting a percentage of attack?

Same as other resistances regarding damage.

Q2. There is no clear explanation of what happens when your res goes above 210? Do you get healed? And what about negative resistance? You obviously take extra damage but are there the same points (-50,-80,-110) at which the coefficient changes, or is it different?

There's no difference between having 210, or 10000. It will never heal you based on your resistance, but on a specific flag some creatures get.

Q3. Regarding resistance to physical damage, the minimun damage is 20% of the incoming attack. Is it rounded up or down? I'm pretty sure it's up but I would like to have it confirmed.

Up.

Q4. Minimum armor value is 20% (or 40% with a shield) of your armor parameter. Is it rounded up or down?

Down. Everything in the game is rounded down except a few things like min damage.

Q5. If weapon damage is, say, 3 to 7, does that mean that attack values of 3, 4, 5, 6 and 7 are equally likely, or 5 being the average is more likely?

Same chance.
 

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