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  1. #21

    I can have it happen pretty easily on Trivial monsters and the like. If you keep the target as Tojil, try adding 1000 attack, then 3000 attack, then 5000 attack- 3000 attack ends up giving the highest DPS.

  2. #22
    Relic Horn
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    Your problem is that your cRatio caps are set to 5, which is much too high. Unlike the Cap Max cells, The Cap Min cells aren't getting capped to the actual value. Thus, when your Cratio was above 3.625, your minimum PDIF was higher than your maximum PDIF, which meant you were getting negative Cap Ranges, which lead to High Cap # values above 100%, which led to lower values in the avg PDIF cells.

    The simplest way to fix this would be to change the 5 to 3.625 in B68, C68, D68, E68, B124, C124, D124, and E124.

  3. #23

    That did the trick. Thanks for the help!

  4. #24
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    Diabolos

    Good to see SE finally pulled their head out of their ass about Ratio caps and low ceilings for crits. I feel like the damage system in this game makes sense now.

    Who do I have to blow for a little wiki credit for showing the 1.05 randomizer?

  5. #25
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    Lakshmi
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    You have an account to post on bg, so you have an account to edit the wiki (it's the same system now). Add it yourself.

  6. #26
    Ridill
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    Wait does that mean you are telling him he needs to blow himself?

  7. #27
    Melee Summoner
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    bg-wiki states that:
    Archery and Throwing have an unknown ratio cap (perhaps approximately 3.2375)
    Marksmanship also has an unknown ratio cap (perhaps approximately 3.475)
    Seeing as it is unknown this is my testing:

    Tsoabichi crossbow + Gashing Bolt

    fSTR2 = [floor(104/9)+8]*2 = 38

    D = 104 + 100 + 38
    D = 242

    Rarab level 3 = 847 hit squarely
    Rarab level 3 = 847 hit squarely
    Rarab level 3 = 855 struck true
    Rarab level 3 = 855 struck true
    Mandy level -1 = 1068 struck true 25% piercing bonus 1068/1.25 = 854.4

    855/242 = 3.533 (trueshot + 1)
    847/242 = 3.5

    Testing on THF/DNC

    Edit: Corrections thanks to byrth

  8. #28
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    I'd suggest putting on gear and capping fSTR2 before you draw any conclusions. It also looks like you have 1% True Shot. There should be no difference between the sweet spot and not unless you're lacking Ranged Attack, and if you have capped skill vs. level 3 monsters you should have capped ratio.

    If you were capping fSTR2 (aka wearing gear) then the ratio you're showing is 3.5

    847/(104+100+38) = 3.5

  9. #29
    Melee Summoner
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    I have testing for Antitail and Freesword's Bow + Bone Arrow also, but to figure out pDIF I still need to know how you got the 38, thanks byrth really appreciate it. I figured out I was doing 14 + ((wDMG/9) *2)*2 instead of (14 + (wDMG/9) *2)*2 but not sure it's right still since I don't match your number.

    I changed the results above, but get 39, can you show me where that's wrong so I can correct it for the future please thank you

    Antitail
    fSTR2 = [floor(70/9)+8]*2 = 30

    D = 70 + 30
    D = 100

    Rarab level 3 = 325 RA
    Rarab level 3 = 325 RA Squarely

    325/100 = 3.25


    Freesword's Bow + Bone Arrow
    [floor(12/9)+8]*2 = 18

    D = 12 + 9 + 18
    D = 39

    Rarab level 3 = 126 squarely
    Rarab level 3 = 126 squarely

    126/39 = 3.23
    39 * 3.25 = 126.75 so 3.25

    Can you please check my math? I'm not too familiar with these equations so mistakes are almost a given first go through thank you.

    Edits: corrected thanks to byrth

  10. #30
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    If you're wearing your gear and shooting low level monsters, you're at the fSTR2 cap.

    [floor(Weapon Damage/9) + 8]*2 = fSTR2 Cap


    [floor(104/9)+8]*2 = 38
    104+38+100 = D242 for Gashing Bolts and Tsoa. Crossbow
    242*3.5 = 847 damage

    [floor(70/9)+8]*2 = 30
    70+30 = D100 for Antitail with fSTR capped
    100*3.25 (Archery/Throwing cap) = 325 damage

    [floor(12/9)+8]*2 = 18
    12+18+9 = D39 Freesword Bow with bone Arrow
    39*3.25 (Archery/Throwing cap) = 126 damage

  11. #31
    Melee Summoner
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    Ok cool thank you.

    I was going by this in the wiki:
    Upper cap value at ΔSTR = (14 + Weapon Rank x2) x2
    And from the table for fSTR2:
    12 or greater (ΔSTR + 4) / 2

    Can you explain to me why that was wrong to use? Thanks. I do see upper cap of fSTR2 is (Weapon Rank+8) x 2 just above that in another section on the same page:
    reference:
    https://www.bg-wiki.com/bg/FSTR

    I hope I'm not a bother, appreciate it.

  12. #32
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    ΔSTR is Player STR - Monster VIT

    For your highest fSTR2 cap:
    38 = (Player STR - Monster VIT + 4)/2
    72 = Player STR - Monster VIT
    So if you have 72 more STR than the monster's VIT, your are capped.

    Your STR >200? - Monster VIT <10? is definitely more than 72, so you are capped with gear

  13. #33
    Melee Summoner
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    Ok thank you. Is this sufficient to change the unknowns on the wiki to knowns? I can edit it in if you like.
    Archery and Throwing have an unknown ratio cap (perhaps approximately 3.2375)
    Marksmanship also has an unknown ratio cap (perhaps approximately 3.475)
    To
    Archery and Throwing have a 3.25 ratio cap
    Marksmanship has a 3.5 ratio cap

    Also about trueshot, it multiplies with the ratio right (seems to be so up above)? So RNG 7% traits, 8% gifts and up to 4% from gear would make 19%, would make the damage multiplication at proper distance cap up to 4.165 for marksmanship and 3.8675 for achery?

    I don't think it belongs on the pdif page, at the same time it feels like something SE tries to balance ranged attacks and ws around to force rangers to not just melee or stand at max range so perhaps a footnote mentioning trueshot?

  14. #34
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    Sure, but what page are you seeing that on? The page here already has the two caps that we re-derived and the last edit was by me about 6 months ago:
    https://www.bg-wiki.com/bg/PDIF#Afte..._.28Ranged_.29

  15. #35
    Melee Summoner
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    Oh I see that now. The summary up top is where that is listed, on the same page so I guess it's just to make it agree with what you already added
    https://www.bg-wiki.com/bg/PDIF#Attack.2FDefense_Ratio

  16. #36
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    Ah, the "Ratio cap" is the point at which the bounds of your pDIF equation stop changing. It's not quite the same as the pDIF cap

    Like, the graphs are X (ratio) vs. Y (pDIF) and the cap is where the lines go horizontal at high X values.

  17. #37
    Melee Summoner
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    Ok, that makes sense. Thanks for your time Byrth really appreciate it. I kept the top the same but added in Distance Correction below Ranged Criticals, you can revert if you think it doesn't belong, have a good day