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Thread: Damage Coefficient Comparison

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  1. #1
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    Definition of "Damage Coefficient" (by Malle):

    Quote Originally Posted by Malle View Post
    Well, it hasn't been used completely consequently in all of Mechanics, which is why I labelled my graphs damage increase factor instead.

    Schizofriend uses it just as I use damage increase factor, namely the coefficient that which you would multiply your original damage by to get the increase in damage you get by changing something. Or, in mathematical terms:
    Damage_after = (1 + DamageCoefficient) * Damage_before
    However, I feel that this isn't correct terminology, since a coefficient is a synonym of factor. If used in this way, the damage coefficient is the factor with which you would multiply your original damage by to get the new damage. Or, in mathematical terms:
    Damage_after = DamageCoefficient * Damage_before
    If we limit us to either of these two interpretations, then it is often fairly clear from graphs such as these which of the two meanings is used, but in other cases it can be harder. For consistency, I would prefer if people used the latter definition of damage coefficient, but it's not that big of a deal to me.
    Damage Coefficient Formula (Credits to pugi):

    f(x)=if(x+a>0, 50/(50+3*x+3*a), 2-47^(-x-a)*50^(x+a)) * if(x<0, -1/(-2+50^x*47^(-x)), 1+(3/50)*x)
    Where f(x) = Damage Coefficient, x = Initial Armor and a = Armor Gain


    Table:


    Full:


    Zoomed:
    Last edited by ElementUser; 10-10-2011 at 10:20 AM.

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  2. #2
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    They look correct. I extended it to negative armor values:







    EDIT: For those who wanted to know, I use Microsoft Office Excel 2007
    EDIT: fail @me; added magic armor reduction from Harkon's Blade
    Last edited by ElementUser; 10-10-2011 at 10:20 AM. Reason: Outdated, so spoiler'ed graphs to keep it compact.
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    There's a typo in the legend, Riftshards 4 is x2.4

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    Quote Originally Posted by n00binator View Post
    There's a typo in the legend, Riftshards 4 is x2.4
    Fixed.
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    So riftshards > any other physical dps item(not counting for the +dmg) provided enemy has >11 armor(which almost everyone does)?

    Also, I saw somewhere that riftshards lvl 3 is the most efficient dmg item/gold.

    If both these statements are correct, that means Riftshards is the way to go as your first DPS item. Add to the fact that the most costly component is only 1200 and 950 upgrades 3 times, it beats everything else in comparison.

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    Quote Originally Posted by Snow_blind View Post
    So riftshards > any other physical dps item(not counting for the +dmg) provided enemy has >11 armor(which almost everyone does)?

    Also, I saw somewhere that riftshards lvl 3 is the most efficient dmg item/gold.

    If both these statements are correct, that means Riftshards is the way to go as your first DPS item. Add to the fact that the most costly component is only 1200 and 950 upgrades 3 times, it beats everything else in comparison.
    It's important to remember that Shieldbreaker increases all physical damage dealt to the target, not just the autoattacks from the player who owns it.

    Quote Originally Posted by Malle View Post
    It looks as if you missed the base 5.5 magic armor on heroes, presuming that you want to take that into account. I extended it to negative armor values:
    Harkon's Blade has an effect which reduces magic armor by 5, so a player with base magic armor would be reduced to 0.5
    Last edited by Somnolent49; 12-31-2009 at 02:36 PM.

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    Quote Originally Posted by Somnolent49 View Post
    Harkon's Blade has an effect which reduces magic armor by 5, so a player with base magic armor would be reduced to 0.5
    Oh yes, look at that. I guess this goes to show I should play the game more D:

    Fixed. And then of course the graphs look as if they are identical.
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    Quote Originally Posted by Snow_blind View Post
    So riftshards > any other physical dps item(not counting for the +dmg) provided enemy has >11 armor(which almost everyone does)?

    Also, I saw somewhere that riftshards lvl 3 is the most efficient dmg item/gold.

    If both these statements are correct, that means Riftshards is the way to go as your first DPS item. Add to the fact that the most costly component is only 1200 and 950 upgrades 3 times, it beats everything else in comparison.
    Savage Mace > Riftshards. http://forums.heroesofnewerth.com/sh...d.php?t=115053

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    Quote Originally Posted by MacroHard View Post
    Once you break a certain point (iirc its something like 200 damage) then riftshards will out damage savage mace.

    However, once you start factoring in things like evasion things get a bit wonky since Savage mace > Most other damage items vs evasion.

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    Quote Originally Posted by Dawnbringer View Post
    Once you break a certain point (iirc its something like 200 damage) then riftshards will out damage savage mace.

    However, once you start factoring in things like evasion things get a bit wonky since Savage mace > Most other damage items vs evasion.
    The break point is based on damage and attack speed. The previous link didn't show my graph. Here's a better one: http://forums.heroesofnewerth.com/sh...8&postcount=51

    For example, 175 damage and 150 attack speed favors Riftshards for pure dps per gold cost. However it's hard to put a value on truestrike and ministun (which is very valuable).

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    Holy crap did Malle just get bested :O?

  12. #12
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    How come my excel graphs don't look as pretty as yours?
    Mind writing a guide?
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    If you upload your graphs or your worksheets (or somehow give me them) I might be able to say what I do differently.
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    I'll move this to Guides & Lists :O

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    why is riftshards a perfectly horizontal line? shouldn't its damage factor increase as armor goes negative (curving or at least increasing the gradient?).

    That said, what is the definition of the damage coefficient?

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    Critical strikes increase your DPS by a percentage.

  17. #17
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    can you define "damage coefficient"?

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    Multiply your DPS by the damage coefficient (maybe increase it by 1 first) for your DPS with that item.

    Normally a damage coefficient of 1 means that you deal 100% damage to the target.
    Last edited by Sadhe; 02-09-2010 at 11:31 AM.

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    Can you give me a certain definition? Malle?

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    MintPanda if you read Malle's y-axis on the graph (or just the graph title), it is simply just the added damage factor you get on top of your damage.

    For instance, Riftshards level 4 grants a 28% damage increase factor. (20% chance to crit for 2.4x damage)

    0.8*100% + 0.2*240% = 128% = 28% damage increase (from 100%)

    Other stuff like Shieldbreaker and Harkon's Blade's damage increase factors vary with the value of the target's armor.

    So just think of "damage coefficient" as "damage factor increase". It's easier that way if it works for you.

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