are there actually two types of physical power?
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are there actually two types of physical power?
In the Wiki, at http://te4.org/wiki/combat-damage, it explains how physical power from equipment adds to damage? But does your overall "physical power" add to damage?
If not, are there not two types of physical power?
And if it does, couldn't I then pump say knife mastery to improve damage from non-knives, such as bows for example? or does doing this not affect damage but only the chance of success whenever NPC has to save against your physical power?
Either way, it seems like +physical power on equipment is different from +physical power from talents.
Thoughts?
If not, are there not two types of physical power?
And if it does, couldn't I then pump say knife mastery to improve damage from non-knives, such as bows for example? or does doing this not affect damage but only the chance of success whenever NPC has to save against your physical power?
Either way, it seems like +physical power on equipment is different from +physical power from talents.
Thoughts?
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Re: are there actually two types of physical power?
They are the same, to my knowledge.
Re: are there actually two types of physical power?
In the code they seem the same, so if that's the case, the Wiki should be changed
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Re: are there actually two types of physical power?
I believe that there was a change since the save/power rework. IIRC, "physical power" now boosts the to-stat part of the damage calculation, when it used to boost the base-power part.
Re: are there actually two types of physical power?
There's just one type of physical power really, combat_dam and whatever you derive from strength. To put it in spellpower terms it's like combat_spellpower + your magic. (Which means yes, Strength is important for anyone wanting to deal damage with a weapon, regardless of class).
Here's some numbers. I don't know how helpful they'll be.
A rogue with 16 cunning and 16 dexterity and say 10 strength (and thus 10 physical power) with a 5 damage base dagger deals 6 damage per swing before armor is accounted for).
A character with 16 strength and 16 physical power using a two-handed weapon with 11 base damage deals just over 10 damage per swing (before armor is accounted for). If this character could wield a base 50 damage weapon with those stats it would deal 16 damage per swing. With 100 Strength and 100 Physical Power this same character would deal 67 damage with the base 11 damage weapon and 106 with the 50 damage weapon.
As to the formula, it takes your to stat modifier (for our 100 strength guy in the last example this would be 120) and adds it to your physical power (which is your combat_dam + your strength + any extra modifiers like weapon mastery) and multiplies by 0.3 (basically it divides it by three).
The calculation looks kinda like this (stat modifier + physical power) * 0.3.
Which gives us 10.5 for our 16 strength and 16 physical power guy with the 120% stat modifier and 66 for the 100 strength and 100 physical power version.
Next it takes your weapon damage and turns it into a multiplier (that's right, weapon damage isn't weapon damage at all, it's really a number we'll use to multiply the above number by). This formula looks like this...
(square root of (weapon damage / 10) - 1) * 0.5 + 1
So for our two-handed guy above this is roughly 1.02 for the 11 damage weapon and 1.61 for the 50 damage weapon.
Once you have those two numbers, you multiply them together.
16 strength/16 physical power version with the 11 damage weapon
10.5 * 1.02 = 10.7
100 strength/100 physical power version with the 50 damage weapon
66 * 1.61 = 106.2
Note I didn't factor in weapon masteries which are done at the very end of this calculation.
Once this number is arrived at (including weapon masteries) armor and apr are then checked. So armor reduces this damage result before crits are applied (which gets checked next) or talent modifiers (like our rank 10 flurry in the other thread with 125% weapon damage) which happen after that.
I hope the above helps anyone trying to understand the formulas involved. Just getting the base weapon damage that displays on the character sheet isn't very straight forward (which is really all the above is concerned with).
Here's some numbers. I don't know how helpful they'll be.
A rogue with 16 cunning and 16 dexterity and say 10 strength (and thus 10 physical power) with a 5 damage base dagger deals 6 damage per swing before armor is accounted for).
A character with 16 strength and 16 physical power using a two-handed weapon with 11 base damage deals just over 10 damage per swing (before armor is accounted for). If this character could wield a base 50 damage weapon with those stats it would deal 16 damage per swing. With 100 Strength and 100 Physical Power this same character would deal 67 damage with the base 11 damage weapon and 106 with the 50 damage weapon.
As to the formula, it takes your to stat modifier (for our 100 strength guy in the last example this would be 120) and adds it to your physical power (which is your combat_dam + your strength + any extra modifiers like weapon mastery) and multiplies by 0.3 (basically it divides it by three).
The calculation looks kinda like this (stat modifier + physical power) * 0.3.
Which gives us 10.5 for our 16 strength and 16 physical power guy with the 120% stat modifier and 66 for the 100 strength and 100 physical power version.
Next it takes your weapon damage and turns it into a multiplier (that's right, weapon damage isn't weapon damage at all, it's really a number we'll use to multiply the above number by). This formula looks like this...
(square root of (weapon damage / 10) - 1) * 0.5 + 1
So for our two-handed guy above this is roughly 1.02 for the 11 damage weapon and 1.61 for the 50 damage weapon.
Once you have those two numbers, you multiply them together.
16 strength/16 physical power version with the 11 damage weapon
10.5 * 1.02 = 10.7
100 strength/100 physical power version with the 50 damage weapon
66 * 1.61 = 106.2
Note I didn't factor in weapon masteries which are done at the very end of this calculation.
Once this number is arrived at (including weapon masteries) armor and apr are then checked. So armor reduces this damage result before crits are applied (which gets checked next) or talent modifiers (like our rank 10 flurry in the other thread with 125% weapon damage) which happen after that.
I hope the above helps anyone trying to understand the formulas involved. Just getting the base weapon damage that displays on the character sheet isn't very straight forward (which is really all the above is concerned with).
Re: are there actually two types of physical power?
Ok, I think I understand you edge, but it is kinda complex.
To see how physical power works, I'm running now a cornac archer, called Max Damage: http://te4.org/characters/2460/tome/a70 ... 9a78b4d2ff
I have pumped Bow Mastery to 10/10, Sling Mastery to 10/10, Weapon Mastery to about 7/10 and Knife so far to about 3/10.
At level 20 I hit about 80 physical power (scaled that is), and now, at level 30 I"m running about 94 I think. When I hit Aim, I just get ***, whichi is kinda annoying.
I hit the 600 dmg in ont hit achievement at about lvl 24 or so, using two gladiator rings. (I've now got two life rings and vitalising amulet, to help stay alive).
It started as a bit of a joke, but I'm going so well I'll keep going I think. My dmg for my bow is about 130 now, and for sling about 120, on the character sheet.
It will be interesting to see what damage I can do if I survive to get War Master ring etc.
To see how physical power works, I'm running now a cornac archer, called Max Damage: http://te4.org/characters/2460/tome/a70 ... 9a78b4d2ff
I have pumped Bow Mastery to 10/10, Sling Mastery to 10/10, Weapon Mastery to about 7/10 and Knife so far to about 3/10.
At level 20 I hit about 80 physical power (scaled that is), and now, at level 30 I"m running about 94 I think. When I hit Aim, I just get ***, whichi is kinda annoying.
I hit the 600 dmg in ont hit achievement at about lvl 24 or so, using two gladiator rings. (I've now got two life rings and vitalising amulet, to help stay alive).
It started as a bit of a joke, but I'm going so well I'll keep going I think. My dmg for my bow is about 130 now, and for sling about 120, on the character sheet.
It will be interesting to see what damage I can do if I survive to get War Master ring etc.
MADNESS rocks
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Re: are there actually two types of physical power?
If your physical power is **, you've hit 100. Past that, there is no effect from additional numbers in any stats.
The only stats which continue to have any impact past 100 is the normal stats. Anything that scales with str, dex, cun, mag, wil, or con will increase when their buffed numbers go past 100. Other than that, only resources and HP can pass 100. Phys, Spell, and Mind power can't, nor saves, nor defense. I think armor can, but eh.
The only stats which continue to have any impact past 100 is the normal stats. Anything that scales with str, dex, cun, mag, wil, or con will increase when their buffed numbers go past 100. Other than that, only resources and HP can pass 100. Phys, Spell, and Mind power can't, nor saves, nor defense. I think armor can, but eh.
Re: are there actually two types of physical power?
Are you sure? Where is the code?
From what I can work out, physical power is calculated over 100 at 1 point per 5 increments.
From what I can work out, physical power is calculated over 100 at 1 point per 5 increments.
MADNESS rocks
Re: are there actually two types of physical power?
Code: Select all
+--Diminishing-returns method of scaling combat stats, observing this rule: the first twenty ranks cost 1 point each, the second twenty cost two each, and so on. This is much, much better for players than some logarithmic mess, since they always know exactly what's going on, and there are nice breakpoints to strive for.
+function _M:rescaleCombatStats(raw_combat_stat_value)
+ local x = raw_combat_stat_value
+ local tiers = 5 -- Just increase this if you want to add high-level content that allows for combat stat scores over 100.
+ --return math.floor(math.min(x, 20) + math.min(math.max((x-20), 0)/2, 20) + math.min(math.max((x-60), 0)/3, 20) + math.min(math.max((x-120), 0)/4, 20) + math.min(math.max((x-200), 0)/5, 20)) --Five terms of the summation below.
+ local total = 0
+ for i = 1, tiers do
+ local sub = 20*(i*(i-1)/2)
+ total = total + math.min(math.max(x-sub, 0)/i, 20)
+ end
+ return total
end
Rats!
MADNESS rocks
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Re: are there actually two types of physical power?
I didn't know because of the code, I knew because I am a horrible cheater and have seen that spells that scale off spellpower are exactly as powerful with 250 magic as they are with 2500 magic ;P
Re: are there actually two types of physical power?
The bug would be that you can get 250 magic, not the way it scale
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Master Artificer
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Re: are there actually two types of physical power?
Point is that if you have the same Spellpower at 2500 as you do as 250, there's probably a cap somewhere, and there was.
Don't worry about it being a bug, though, it's not something anyone can do in the game itself.

Don't worry about it being a bug, though, it's not something anyone can do in the game itself.