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Definition of "Damage Coefficient" (by Malle):
Damage Coefficient Formula (Credits to pugi):
Where f(x) = Damage Coefficient, x = Initial Armor and a = Armor Gainf(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)
Table:
Full:
Zoomed:
Last edited by ElementUser; 10-10-2011 at 10:20 AM.
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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 Reason: Outdated, so spoiler'ed graphs to keep it compact.
13^3
In my posts, cursive grey text indicates very detailed or less relevant information, while blue text highlights important points or conclusions.
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.
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.
13^3
In my posts, cursive grey text indicates very detailed or less relevant information, while blue text highlights important points or conclusions.
How come my excel graphs don't look as pretty as yours?
Mind writing a guide?
Former Master of the NightE.S. Posthumus__________________________________________________ __________________________________________________ ___________Nihilsomno, glory forever
If you upload your graphs or your worksheets (or somehow give me them) I might be able to say what I do differently.
13^3
In my posts, cursive grey text indicates very detailed or less relevant information, while blue text highlights important points or conclusions.
I'll move this to Guides & Lists :O
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Look for my highlighted text (important information) and grey text (interesting but not required information).
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?
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.
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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Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).
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_beforeHowever, 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.
13^3
In my posts, cursive grey text indicates very detailed or less relevant information, while blue text highlights important points or conclusions.
Thanks that helps a lot more. Also I am aware that Riftshards' crit chance is only 10% now isn't it?
S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
-----------------------------
Tech Support and Customer Support: https://www.heroesofnewerth.com/support/
Look for my highlighted text (important information) and grey text (interesting but not required information).