FB damage calcs: Seeing massive damage fluctuations (in General)


Asura February 6 2005 4:00 AM EST

1 minion team
Tattoo of Jigorokano 3,670
Leather Gloves +7
Hard Leather Cap +5
Protection +5

Adrian Exodus's Fireball hit Sammat's familiar [198], Sammat [820]
Adrian Exodus's Fireball hit Sammat's familiar [745], Sammat [795]

What the?


[Edit: As stated bellow, no padding posts. Fined 10k - Chuckles]

Lumpy Koala February 6 2005 4:03 AM EST

ToJ trains Endurance.. thus lower damage received.

Asura February 6 2005 4:06 AM EST

Right, that explains the first hit...now explain to me the second hit.

MrC [DodgingTheEvilForgeFees] February 6 2005 4:26 AM EST

"If all else fails, use <nospellcheck> tags to 'opt out' part of your post from spellcheck. (Choose HTML mode and simply write <nospellcheck>...my text...</nospellcheck>.)
Ignoring this advice and simply padding your post with extra words to get above the 0.15 threshold without an exceptionally good reason will result in a fine."

Yeah, forcing you to pad your post with worthless stuff. ;)

RIPsalt3d February 6 2005 6:05 AM EST

Endurance is obviously inconsistent. It's not just a different name for AC.

Todd February 6 2005 8:23 AM EST

Carnage Blender damage has had a huge range for almost the entire life of the game itself. It will always be this way for a few reasons:

1. It prevents us from figuring out the damage formulae.
2. It allows Jon to make minor changes without anyone noticing.
3. It has the ability to hide errors in the game, making "bug" reporting less frequent (and harder to find).

AdminJonathan February 6 2005 9:39 AM EST

/calls BS on Todd's embittered whining

QBsutekh137 February 6 2005 1:15 PM EST

4. It makes the game less formulaic (thereby more fun) as wins aren't a "sure thing" or a "no way". Randomness makes the heart grow fonder. *smile*

Asura February 6 2005 1:22 PM EST

I don't mind variables.

Variables make the heart grow founder - literally - science has proven that inconsistent conditioning works better than consistent conditioning

But that's a pretty huge damage differential.

First shot, doing less than a 1/4 of the damage to the ToJ that the minion got, and second shot being pretty equal.

To me, it's odd...and it makes my brain hurt...which may well be Jon's intentions. Far be it from me to question the ineffable Will of Jon.

Todd February 7 2005 12:49 PM EST

Chet's #4 is true also.



/calls BS on Todd's embittered whining

--Jonathan, February 6 2005 9:39 AM EST

hmm, sorry bud, I didn't mean to sound bitter, nor to sound like I was whining.

I've never complained about the range of randomness before(except perhaps on the few times I've reported that a certain spell was not working, and it was difficult to detect), I was just commenting on why I think it exists. I agree, it's a good thing. relaaaaax.

Grant February 7 2005 2:13 PM EST

Jon's will is pretty effable. In fact, people who he's less popular with say he effs it all the time.

Phaete February 7 2005 2:37 PM EST

Have you taken the reducing penalty of the ranged rounds in consideration?

My ranged rounds against a single minion with ToJ:

Lina's Fireball hit Ryu's familiar [2168], Ryu [10654]
Lina's Fireball hit Ryu's familiar [6558], Ryu [8958]
Lina's Fireball hit Ryu's familiar [7727], Ryu [13738]

try 2:
Lina's Fireball hit Ryu's familiar [6599], Ryu [10044]
Lina's Fireball hit Ryu's familiar [8371], Ryu [9274]
Lina's Fireball hit Ryu's familiar [10104], Ryu [13884]

try 3:
Lina's Fireball hit Ryu's familiar [1993], Ryu [8846]
Lina's Fireball hit Ryu's familiar [3913], Ryu [9310]
Lina's Fireball hit Ryu's familiar [7110], Ryu [9198]

My first try has kind of similar ratio's as your example.

The random factor is quite managebale and predictable (and perhaps with a logarithmic modifier for critical hits/misses?)

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