Hi guys, I just have a curious question/observation. When I was growing up during the old melee formulas I was always taught that pDIF caps at 2.0 with a +/- 0.4 variance, but there was a hard cap of 2.0 no matter what. In other words, if you had a pDIF of 1.6 your range was 1.2-2.0, and if your pDIF was 2.0 your range was 1.6-2.0. This led to a diminishing return on attack the closer you got to the cap because no matter what the hard cap was 2.0 and on crits 3.0 respectively. This is no longer the case I see and I had to think about it to realize what was happening.
I went to behemoths dominion today to augment a viking shield and when I was building tp off the bats I noticed some numbers that were way out of line. Curious I decided to parse it afterwards with just my x's/viking and no offhand. Now the fun part
X's is weapon rank 3 so it has a max fSTR of 11 (I'll be capped) giving it a base damage of 45
45 x 2.0 x 1.25 == 112.5
Under the old formulas that would have been my maximum damage and my average would have been closer to 45 x 1.8 x 1.25 == 101.25 (because half of the +/- 0.4 would be lost, the ones in the positive).
However with no hard cap
45 x 2.4 x 1.25 == 135
Now check out the parse results
Due to lag the maximum hit range got interfered with by a critical, but the average damage was 113... right on the 2.0 mark. There was no hard cap..
And these normal melee hits agree
Honestly I never knew this. This gives attack a much greater prevalence than it did before if you can push it near the cap. Granted in a majority of situations that's not very realistic, but it does make /war a bit more fun to toy with if you're just playing around.
Edited, Nov 5th 2009 6:30pm by Melphina