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#1 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 50
Posts: 2,158
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speed vs damage calculations?
i was wondering if anyone has attempted a formula that balances speed vs +damage for ring of damage.
for example, i am currently +16 base speed, i have found a second ring of speed, +8, to replace a ring of damage +11. going from speed +16 to speed +24 should be a clear winner for total DPS, right? as i understand it, if you have +speed in the region of +30 with gear OTHER than rings, then a ring of damage would actually help put out more DPS than another +10 speed. +10 = 2 actions, +30 = 3 actions, +60 = 4 actions ? has anyone ever, idk, built a DPS calculator? or even produced a formula? to be honest, i'm more looking for endgame (when ring of damage +14 is not impossible), but still curious as to what happens when you change, say, damage +11 for speed +4. Last edited by Sky; November 19, 2016 at 18:16. |
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,766
Donated: $40
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I've done that calc more than once. Multiply damage* energy/10. Then compare with how many times you will get in a turn before your HP drops to a risky level in average mêlée with monsters worth killing. It is almost never pure damage you care about, but the triad of damage, speed, and HP.
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#3 |
Adept
Join Date: Feb 2009
Posts: 243
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In a way speed is more of a defensive value since it prevents others from double hitting you. It really doesn't matter how much damage you are doing if a double shot can instakill you. So it's important to be going as fast as the strongest monsters you are likely to face are going (assuming you can withstand one blow/breath/curse, etc. but not two).
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#4 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 50
Posts: 2,158
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thing is, the damage calc is not quite as straightforward as it would seem. when you are capped in CL and stats, a RoD +14 can be over 100 dmg in difference. if you already have +40 speed (not too hard if you find cubragol), then a ring +10 ...
actually, it probably still works in favor of the +speed. i'm curious as to *when* these two cross over. i would think a +11dmg is probably comparable to a +3 speed ... |
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#5 |
Veteran
Join Date: Nov 2013
Posts: 1,587
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My understanding is that once you are over like+24 speed adding a ring of +14 damage is almost always preferable to a good RoS.
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#6 |
Veteran
Join Date: Oct 2016
Location: London-ish
Age: 50
Posts: 2,158
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well, i'm no app coder, but this shouldn't be too hard to do, as the game already does it .. it just stops at 1 game turn. all we need is a "in 100 turns, you would deal ... to a mob with speed X" calculator. so it takes into consideration both your speed, DPS, and mob speed.
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#7 |
Apprentice
Join Date: Nov 2016
Posts: 51
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It's way too dependant on your char and your specific set-up. Even removing mages and priests from the equation, speed helps for all your actions, damage only for hits. On the other hand if you're a warrior with 8 hits the +11 damage adds up a lot.
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#8 |
Adept
Join Date: Aug 2015
Posts: 112
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This is fairly straightforward, isn't it?
You get a turn every 100 energy. If you do D damage per player turn, and accrue S energy per game turn, then
Code:
D dmg S nrg D * S dmg ------- x ------- = ------------- = D*S/100 dmg/game turn 100 nrg game turn 100 game turns Assume D is current damage without either ring. Assume b is current blows/player turn. Assume X is listed speed without either ring. Actual energy accrued per turn, S = X + 10. So for a RoD+x and a RoS+y, then you want to look at: Code:
(b*x) y ----- vs ------ D (X+10) Now, all the above comments still apply re: not getting double-moved on, etc. |
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