DotB relic damage
Old 02-02-2012, 02:13 PM   #1
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Lord Shinobai is offline
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Default DotB relic damage

I've always wondered why my relic damage diminished even when the mob that I was fighting, critter or beasts, still had higher life than my modded durability but never bothered to figure out why. I was fighting a private beast today, slow vamping lower it for someone, and I started to get diminishing returns on my relic damage. I types /st to check my modded durability and compared it, roughtly of course, to what the mob had left. My modded durability seemed to be 10% of that of the mobs remaining durability, so I figured I would test it some more.

After testing on critters, those in special locations (palace mostly) and more on the private beast it seems the problem lies in the initial dotb that fires. When it fires, subsequesnt DotB relics do a check on only 10% of the mobs remaining durability against your modded durability, then does 90% of damage based on the lower. Thus, once the mobs remaining durability drops below 90% of your modded durability, you start to get diminishing returns.

I tested this multiple times by changing my modded durability with equipment and makding sure, regardless of what I fought, I started to get diminishing returns at the same point each time, and I did. It was always once the mob's durability dropped below 90% of whatever my modded was.

Hopefully you can check into this and either verify or discredit my assumtion that the DotB relic is creating an unintended result.
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Old 02-03-2012, 12:27 PM   #2
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The following post is based on my own experiments; I make certain assumptions but I haven't found any evidence that it works in a different way.

The way relic damage seems to work is by calculting the total damage you would do with all of them, and then applying your target's defense factor afterwards. Because dotbs are not kill relics, they cannot individually or as a whole surpass your enemy's current health.

For example, let's say you attack a Templar of Light at the Sky Shrine. They have 1 billion durability and base hp, and a defense factor of 25x (ie they reduce damage by 96%). Your dotb relics will cap out at 999,999,999 (plus decimals?) billion health, and then after defensive kicks in this will be reduced to 1/25, so you will do just under 40 mil relic damage to them. Thus, as the mob's health goes down, so will your relic damage as you will never deal more than (current health/25) against these without a critical. This makes dotbs practically useless for relic damage against decent characters, beasts, and special monsters.

Kill relics like Blood Pinch on the other hand, are calculated based on your own durability without a cap, so if you have 100 billion dur and 1 bp, you will do 20 billion relic damage which is then reduced by your target's durability. So following the example above, you would deal (20b/25 = 800 mil) relic damage, or 840 mil if you also had dotbs.

Hope this is clear enough.
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Old 02-03-2012, 01:52 PM   #3
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DotB does damage based off of the LOWER of your modded durability and the mobs health.

I'll use a couple examples here.

On one testing setup, I set my modded durability to 180m. I started by fighting a Rouge, which has a base health of 2bil. I was doing constant relic damage until the rouge hit 1.8b remaning health, then the relic damage started diminishing each subsequent hit. To support my thoughts that it was 1.8b remaning health, or 10x my modded durability, in which the relic damage started dimishing, I adjusted my modded dur to 150mil and saw my relic damage return to a constant, until the rouge's health was down to 1.5b, at which point it started diminishing again. I did the same for 120m modded dur and the result was the same.

I did the same tests on 1bil mobs in the palace with modded durabilities of 101m, 93m and 71m with dimishing relic damage setting in always once my modded durability was greater than 10% of the mobs remaining health.

DotB damage should only be based off of the mobs health if your modded durability is higher than that of the remaining health of said mob. In testing, I've found that the switch happens when your modded durability is greater than 10% of the mobs remaining health, not 100% as it implies, and as similar relics such at Touch of the Damned seem to work. At least that is what the descriptions imply.
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Old 02-03-2012, 05:00 PM   #4
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Can you provide more details? Particularly, the amounts of DotBs used to test, and how much relic damage you are doing in all these scenarios.

Edit: Did some testing using a char with 3 dotb appros with varying levels of durability in the heaven keep and in normal locations. The results I got were 100% consistent with what I posted above. Nothing seems to be wrong.
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Last edited by Grenth; 02-03-2012 at 05:36 PM..
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Old 06-20-2012, 01:17 PM   #5
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What happens is each relic is fired separately. It first checks for how much health the mob has, then fires, then goes to the second relic and repeats this process.

This means that even though the mob's health is higher than yours at the beginning of the fight, it can be reduced to far lower than that very easily.

Example:
You have 100K health, and are equipped with 13 DotBs
A 1M mob will lose 90K from the first 11 relics (total 990K)
The 12th relic has the mob lose 9K (90% of 10K)
The 13th relic has him lose 900
- Total is 999,900 damage
The mob heals up to 500K (he still has more health than you)
The first 5 relics deal 90K (the mob has 50K left)
The last 8 divide his health by 100,000 (mob left with 1 health)
Total damage: 499,999. Or about half what you did on your first attack.
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