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Post by capn233 on Jan 29, 2017 2:13:31 GMT
Probably discussed before in the olden days, but looking at my list of crafting fade touched stuff I was wondering about when it is actually worthwhile to use one of these for 10% stat bonus as opposed to something like chance for hidden blades, guard, walking bomb, whatever.
I suppose I could be lazy and do the calculations, but it seems like this would rarely make sense to replace offensive masterworks even if you buff the base damage a lot (like 2H), even if that might be best case.
For replacing a defensive one on armor, seems like it would be a little more complicated. I suppose if on a character with good guard generation maybe you could skip something like guard on hit to just get an absurd armor rating, but Cassandra has been pretty much unkillable for a while and she was just using the armor from the Merc fortress w/ 130-something rating. because of all her buffs. For her if I were to actually craft her armor I might just give her offensive masterworks, or stamina, or something along those lines.
Also as an aside, the very first Silverite I got to in this run in Emprise gave me Fade Touched 5 guard on hit, which is like the first time I have actually gotten that one.
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Post by PapaCharlie9 on Jan 29, 2017 3:09:28 GMT
I've been too lazy to run the numbers on this also. For the longest time I was convinced that Critical Crafting (that's the term you're looking for) was never worth it. But I recently was in a discussion on Reddit about this, and they started to persuade me that there might be some cases where Critical Crafting is a net win.
There are a lot of factors to be weighed:
* Your average rate of "damage actions" -- auto-attacks + active ability usage * Average damage from those actions * Your average rate of hits that can proc * The impact of individual stats on overall damage output (e.g., the net effect of buffing crit/crit by 10%, with all side-effects like Flow Of Battle considered) * The impact of proc damage (is it 2x, 5x, 10x average damage?)
Bottom line, the jury is still out. My gut instinct is that maybe in the early game, when you are short of skill points and thus short of buffs, Critical Crafting might be a net win, but once you have your passives all working together, you might get more bang-for-the-buck out of a 10% chance to proc ability.
Oh, I forgot, one of the observations on Reddit was that the 10% chance to proc isn't accurate in multi-hit scenarios, like Energy Barrage. Because there are additional limits on procing that make the average proc rate less than 10%. For example, if you do an Energy Barrage, theoretically you should be able to get 12 procs simultaneously, but in practice the game code won't allow the same ability proc to activate on the same target at the same time. Once one is in progress, all other procs of the same ability are ignored.
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Post by capn233 on Jan 29, 2017 14:45:49 GMT
* Your average rate of "damage actions" -- auto-attacks + active ability usage * Average damage from those actions * Your average rate of hits that can proc * The impact of individual stats on overall damage output (e.g., the net effect of buffing crit/crit by 10%, with all side-effects like Flow Of Battle considered) * The impact of proc damage (is it 2x, 5x, 10x average damage?) Bottom line, the jury is still out. My gut instinct is that maybe in the early game, when you are short of skill points and thus short of buffs, Critical Crafting might be a net win, but once you have your passives all working together, you might get more bang-for-the-buck out of a 10% chance to proc ability. One of the things that seems to make the Hidden Blades one good is that it is increasing number of hits and so can help proc other on hit effects (even if not purely offensive). Maybe I will recraft a copy of Axe of the Dragon Hunter with tier 3 mats, maxing crit chance and attack and compare it to the one I have with 4 hidden blades. Base damage is buffed something like 45 dmg to 290-something. Perhaps it would allow me to one-hit-kill some mobs, I don't know. Although Charge-Pommel kills some of the stuff under my level with a crit anyway right now. With respect to stage of the game, early on they add a bit of insult to injury with the "chance" that the masterwork will even do anything. I suppose 10% is 10%, but if you are crafting tier 1 armor out of tier 1 mats, then 10% of a little is a small bonus.
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Post by PapaCharlie9 on Jan 29, 2017 18:14:22 GMT
With respect to stage of the game, early on they add a bit of insult to injury with the "chance" that the masterwork will even do anything. I suppose 10% is 10%, but if you are crafting tier 1 armor out of tier 1 mats, then 10% of a little is a small bonus. Yes, that's true. Since both options benefit from better crafting and buffs, and both also benefit from increased rate of hits, all else being equal it seems like occasional big peaks of damage are going to be better than a small but sustained increase. But, on the other hand, I could see an area-under-the-curve analysis ending up pretty close. It might be enough to just dry lab it with a contrived example. Say your average damage rate without either option is 600 points per minute for a base damage of 60. Critical Crafting gives a contrived straight 10% buff, so 660 ppm. During that minute you average 10 hits that can proc, so on average, once per minute you'll get a proc. That means the proc has to do more than 60 points of damage to beat the Critical Crafting. Seems totally doable, since 60 points is just a 100% bonus one time. Of course this ignores all the side-effects I mentioned, like Flow of Battle, but even if you double or triple the benefit, to 780 ppm total, for Critical Crafting, that still seems easy to beat with a proc that does 300% damage bonus, effective.
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Post by capn233 on Jan 30, 2017 4:59:18 GMT
Yeah I can't think of many ways it would work out, especially for offense. I mean Fade Touched Bloodstone is 7.5% dmg per enemy w/i 8m, so at 2 you should be ahead of the critical crafting.
Maybe replacing a defensive masterwork on armor makes some sense for better armor rating and more defense.
In any case, turning this to a meta thread...
Is there a post that elucidates the "Heal X% dmg taken over 10 seconds" mechanics somewhere, since this one seems to behave in an odd manner?
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Post by PapaCharlie9 on Jan 30, 2017 18:21:29 GMT
Not that I know of, but let me know if you find one. I've never understood that one.
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Post by capn233 on Jan 31, 2017 1:25:42 GMT
Not that I know of, but let me know if you find one. I've never understood that one. I found one youtube video showing someone test it, but it mostly was showing how odd it is, and against health they showed only 3% heal, and then 7 ish on barrier. I slapped together an armor with the "heal 20% over 10 seconds" version and tried to do a little bit of testing on health, but I couldn't figure out much about what it is actually happening. Well besides that it doesn't appear to heal any sort of self inflicted damage. The first single hit on health was 71, but I was healed 55, which didn't make much sense as I had no heal bonus. When getting hit several times by the 2H darkspawn near Griffon Wing the healing seemed to drop off to almost nothing. Part of the problem may have been the disparity in level, my armor rating, and RNG. I would get hit for one roll up to 70s, but some were as low as 12.
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Post by PapaCharlie9 on Jan 31, 2017 18:40:17 GMT
I don't even understand what the basic effect is supposed to be. Is it:
Accumulate damage over 10 seconds, heal 20% of that total? Then reset and start over from 0 for the next 10 seconds?
or
Continuously heal for 20% of the trailing 10 seconds of damage?
or
Continuously heal for 20% of damage taken over the first 10 seconds after taking damage for the first time, then don't heal any more until combat is completely over?
or
Heal for 20% of damage taken, or all of the damage taken over the last 10 seconds, whichever is less?
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Post by capn233 on Feb 1, 2017 0:56:45 GMT
Right, it isn't clear and what you see in game seems pretty irregular, making it hard to try and figure out.
When it is working, the health restored is slowly ticked up. Didn't measure it, but it may very well be healing over 10 seconds.
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Post by PapaCharlie9 on Feb 1, 2017 1:30:28 GMT
Right, it isn't clear and what you see in game seems pretty irregular, making it hard to try and figure out. When it is working, the health restored is slowly ticked up. Didn't measure it, but it may very well be healing over 10 seconds. Aha! Maybe it's: Heal 20% of the damage of each and every hit, but it takes 10 seconds to regen the 20%? It never occurred to me that it is a regen buff. I thought it was a damage reduction of some sort. The 10 seconds must apply to the regen rate, not the window of damage taken or whatever. Confusing!
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Post by capn233 on Feb 1, 2017 2:12:32 GMT
I tried looking at it again, and it does look like the health restored is ticking over around 10s.
Now the hard part is figuring out the stacking.
I made some throwaway heavy armor with the Heal 20% damage over 10s again.
Defensive Stats - I don't think your damage resistances and defenses really matter outside the affect on damage taken, but listing them anyway
Mag 16 Melee 13 Ranged 24 Cold 10 Elec 10 Fire 10 Spirit 20
Armor 250
Health 825
---
L19 Giant (Emerald Graves)
Jump Stomp - 761 dmg, then another as I ran away for 1dmg (BMTW passive)... escaped w/ Charging Bull
825 starting health, assuming 762 dmg applied, final health was 234 for 171 total healed (22.4% of 762dmg)
This wasn't a good test subject since rock throw did 830 dmg...
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L19 Red Templar in Emprise
1 Swing
22/432 starting (guard / health)
192dmg, final health 295 for 37 healed (19.3%)
-
2 Swings
0/680
171 + 185 -> 383 health
Healed total of 59 (16.6% of total)
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3 swings
0/714 health
206 + 208 + 211 dmg -> 192 health
103 healed (16.5% of total)
-
3 Swings with 10-20s delay via kiting
0/577 health
220 then 202 then 192 dmg -> 82 final health
119 healed (19.4% of total)
-
Guard healing
114/82 guard/health
142 dmg -> 94 final health
Healed 40 (28%)
----
In the forums a while back someone had said something about this masterwork healing getting overridden with each new hit, although I could not find the old thread. May have been in MP forum or even on reddit, I don't remember. But the odd thing is the damage from the Giant in that the large first hit was not getting overridden by the 1 dmg hit as I ran away. For the hits by the Templar, it did look like maybe the heal amount would get reset after each swing if it occurred during the heal over time. When I kited him without dropping out of combat so that each was separated by 10-20s, total healing was more or less the 20% expected.
For a better test I might need to break out something like CheatEngine and track the health address, but I am not sure I want to bother with that.
In any case this probably makes the most sense on somebody who can generate a lot of guard or maybe barrier on demand and then use that damage to refill health. I ran Blackwall with the Wedge of Destiny most of this last game and that seemed to keep his health topped off, even though he and Cass really weren't taking much health damage by the time I picked it up.
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Post by PapaCharlie9 on Feb 1, 2017 18:54:12 GMT
Great work. I'm not surprised that some kind of reset has to happen. That, or it just chooses a +20% goal based on (max_health - current_health) and updates every time you take new damage. If 10s elapses without new damage, you get back whatever the current goal is.
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Post by capn233 on Feb 1, 2017 22:48:38 GMT
Yeah I think against things with relatively high attack speed, or too many enemies, it ends up being pretty bad. Think that was also why it seemed so strange testing against the 2H in Western Approach as the damage rolls were so irregular and his 2 hits were so close that a low roll on the second hit dropped the healing a whole lot.
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Posts: 686 Likes: 359
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Post by unofficialgreycolor on Feb 14, 2017 9:40:39 GMT
Was tempted to put that shit on IB just to see what would happen.
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