2860: multi attacker bonus to hit / to damage too low ?

Reported by 🌟 Allister at Wed, 21 Dec 2016 20:17:44 UTC
gamemechanic bug
new
1 confirmations

Description

Checking on an unclaimed keep lord, we once tried a 2 theurgist flood pet + 1 group hitting the lord and did not notice any increase on the chance to hit nor on the base damage made to the lord.

Unfortunately, the theurgists did not keep the logs and provide them on that night :/

I so decided to check further on yellow and purple mobs with a paly friend ; we did not notice any improvement on to hit / damages against yellow or purple mobs

I keep thinking the formulae is to review and improve (especially considering the high level epic mobs and pets resist rates) and try to provide here with some clues for it

we checked it on yellow to provide a base test environnement :
http://pastebin.com/Sqh5SSyK

than on purple :
http://pastebin.com/qndCcF1p
http://pastebin.com/2CD0CV2r
http://imgur.com/a/CAZ6g

could not kill the named and even when pet flooding the pets did not get an increase in to-hit let alone damages :) (the named seems to have a perma snare btw : not sure if it's normal ^^)

Reproduction Steps

1. take a bunch of friends or a flood pet class (theu/animist)
2. have a single person hit a target for enough time
3. flood with more attacker (whatever you have at hand : elementals, shrooms, trolls ...)
4. notice that you have some difficulty to achieve a better to hit/to damage bonus

Intended Behavior

From what i have researched, the to hit/damage bonus seem to be a linear curve with straight +/- bonuses (no multiplications)


infos on multiple attackers
http://camelotherald.wikia.com/wiki/Patch_Notes:_Version_1.22
MAGIC SYSTEM CHANGESEdit
Targeted spells now benefit more from extra attackers. The bonus per extra attacker is now 3.75% instead of 2%, so a full group attacking a monster should give a bonus of approximately 25% to the success rate for targeted spells (as opposed to 14%). Note that pets and elementals contribute to the number of extra attackers. This means that nukers in a group should be much more effective than they used to be. Casters who are not in groups will of course not be effected by these changes.



https://sites.google.com/site/daoctests/home/to-hit-mechanics
In the last few days I've spend many hours and plat to find out how the to-hit bonus is calculated. I just state the results here. I may post specific logs later, depending on disbelief. This post considers only the PvP ruleset and does not apply for PvE. I may make a PvE post later.

This is what affects to-hit rates:

All rates are flat. This means that the values that affect it, are simply added and subtracted. No multiplications are done. A to-hit chance of 100% or higher means you will never miss.
A weapon with a 35% enchantement bonus versus an armour piece with 35% enchantment bonus has an 82% (+/-1%) chance to-hit.
Champion/artifact weapons versus an armour piece with 35% enchantment bonus have a 89% (+/-1%) chance to-hit.
Difference in enchantment bonus is added/subtracted to the to-hit bonus. Thus a 25% weapon has a 82-10=72% chance to-hit a 35% enchanted armour piece.
Level difference does not affect to-hit rate, but the enchantement bonus is capped for purple con weapons. Thus, a lower level player does not get full benefit of a 35% enchantment bonus. This also means that the minimal chance to-hit is 82-35=47%. Even level 1 players will be able to hit a level 50 player at that rate.

Style bonus is added to your to-hit chance according to the following table (defensive penalties are added to your opponents to-hit chance) :
very high bonus: 20%
high bonus : 15%
medium bonus : 10%
low bonus : 5%

(Amethyst slash has a very high to-hit bonus, despite what the Camelot Herald says. I suspect there may be more errors on those tables)


http://web.archive.org/web/20040210014020/http://guides.rpgaheris.com/paladin.htm#_Toc57081021
1. # of Attackers
Attacking a monster, a small bonus is applied to each player's chance to hit the enemy. Allowances are made for those who don't technically hit things when they are participating in the raid – for example, a healer gets credit for attacking a monster when he heals someone who is attacking the monster, because that's what he does in a battle. – Grab Bag 6/6/03
So this should explain why when engaging a target, your ability to hit the opponent significantly increases with the more your attackers join in. In fact, this is a commonly employed strategy on Epic Raids. Many a Theurgist or Animalist will be invited solely for their ability to spam pets on the Epic, such that they can increase the real tanks capability of damaging the target.
2. Difference in Bonuses
The difference between your weapon bonus and the opponent’s armor/shield bonus will affect your ability to hit. Thus, if your weapon bonus is 35% and your opponents armor only has 20%, then you have an additional 15% bonus to hit. This statement is given validity by Sanya’s comments: condition and enchantment increases the chance to block – Grab Bag 2/27/03. Althougth this statement has never actually been tested to the best of my knowledge, it has been implied by the Grab bag as a combat multiplier.
3. Level Disparity
The difference between your level and the opponent’s level will significantly affect your ability to successfully hit the target and inflict damage.
4. Hit Modifiers
Hit modifiers on styles do not any effect on whether your opponent successfully Evades, Blocks, or Parries. – Grab Bag 2/27/03
5. Weapon Skill and its application with Shield attacks. It is my conclusion based on the review of several studies that your shield attack is based on your weapon base skill (slash/crush/thrust) see appendix IV.

Evidence

i think there was a study on JOL forums from a theurgist on to hit curve bonus depending on the number of pets but could not find it if anyone could check it please :)

http://camelotherald.wikia.com/wiki/Patch_Notes:_Version_1.22

https://sites.google.com/site/daoctests/home/to-hit-mechanics

http://pastebin.com/Sqh5SSyK

http://pastebin.com/qndCcF1p
http://pastebin.com/2CD0CV2r
http://imgur.com/a/CAZ6g

http://web.archive.org/web/20040210014020/http://guides.rpgaheris.com/paladin.htm

Status

issue is new, and needs confirmation
requires 2 more confirmations
votes (priority): 6
1 player says this report is valid, 0 disagree

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