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>> No.17324418 [View]
File: 1.18 MB, 1628x1274, dmgtypes.png [View same] [iqdb] [saucenao] [google]
17324418

Just going to throw this up as people have been discussing damage styles. This is for a non mutant and all damage was against a sandbagged mithril golem with cap armor skills. Picture 1 is of my martial arts damage. Had clear mind and attribute running which are special actions that only martial arts can make the most of. 2,639,624 damage but could have been 3 million if I had all my hits crit.

Picture 2 is of me two handing a living spear weighing 420s. Only thing of note on it is magic damage[1800]. 715,000 damage in total. Still room to grow in damage as I haven't capped the two hand skill. I haven't capped polearm yet ether but I don't see the skill contributing much more to my damage multiplier. I think 2 million damage is reasonable to expect once stuff is capped.

Picture 3 shows dual wielding. I dual wielded two living spears that both had magic damage at 1800. Total damage was 439,300. Don't really expect my damage with dual wielding to grow much. Already have tactics capped and I don't think I'm going to get much more damage multiplier from my polearm skill. Dual wield skill contributes nothing to the damage multiplier.

So for damage it looks like MA is best followed by two hand and last is dual wield. At least for a non mutant.

Now things get interesting if you factor in timestop. The magnitude of the timestop enchant on a weapon determines how many extra actions you get in a turn. The higher the magnitude the more actions you get. It's very hard to find timestop on weapons and harder still to find one at a decent magnitude though. At a decent magnitude 5 extra actions can be expected.

Assuming my spear for two hand also had timestop on it and I got 5 extra actions. That 2 million damage under the best circumstances where all 5 extra actions lead to 4 attacks would turn into 12 million damage(5 timestop actions * 2 million damage + the initial 2 mill). It's really hard to hit 4 times each action though but nevertheless it's possible for two hand to hit harder than MA if timestop procs and you luck out with your attacks. If I applied timestop to dual wielding I'd get around 2,635,800 damage. So dual wielding approaches MA's damage in this instance with a non mutant character.

MA can probably do more consistent damage due to not having to rely on procs and needing to get consistent 8/4 attacks but two hand and dual wield can spike their damage every now and then with time stop. This is assuming dual wield and two hand combine timestop with some sort of magic damage or element damage of high magnitude on their weapons. Must have both or they fall short of what MA puts out. Pictures show that a great deal of their damage comes from that extra magic damage.

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