+10% DPS Vs "X" Foe Modifier Theory

+10% DPS Vs "X" Foe Modifier Theory

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Posted by: JJBigs.8456

JJBigs.8456

This is just a theory and I havent done #’s to confirm but want to know

- I use potion of Undead to give +10% DPS more
- I equip GS with superior sigil of undead for +10% DPS more
***These two 10 percent bonuses do NOT seem to stack????

I used a undead potion + force GS and was hitting higher numbers than the undead GS, even though the undead sigil + potion should of done more technically.

is this right or just variances

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Posted by: spoj.9672

spoj.9672

Now thats curious.

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Posted by: Zelyhn.8069

Zelyhn.8069

I’d be glad to see more testing on this!

Also, a while back Wethospu found that potions are not working the way we think they work.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Silberfisch.3046

Silberfisch.3046

You mean the little nugget that they increase damage taken as well as damage dealt?

Still waiting for the fix on that. Or if the developement team decided to have them the current way as a double edged sword at least to update the tooltip accordingly.

If you happen to stumble across any typos,
you may keep them to rear new and interesting variants in your basement.

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Posted by: Grok Krog.9581

Grok Krog.9581

Peculiar. I was also wondering if Sigil of the Night stacked with Sigils of X foe slaying

Grok Walking Amongst Mere Mortals

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Posted by: Anicetus.1253

Anicetus.1253

They do stack, definitely.

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Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

It could just be variance, as I had great difficulty testing things like that without steady weapons in the past. I think further testing is required but I wouldn’t be shocked.

Best way to test: Mesmer Feedback on lupicus. Lupi’s paws are either steady weapons or very close to steady weapons, and most of the crits will crit for the same (or almost identical) amounts. When we’re talking about 30k crits it will be noticeable if an extra 10% damage is in effect. And the feedback should be easy to control for since mantras will be the same and you can make sure you dont have the 3% per illusion trait up.

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Posted by: design.6057

design.6057

will test later today.

Sorrow Night / Seven Truths

+10% DPS Vs "X" Foe Modifier Theory

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Posted by: CptAurellian.9537

CptAurellian.9537

Are there any results on this issue?

Warning! This post may contain traces of irony, sarcasm and peanuts.

There is no loyalty without betrayal. -Ann Smiley

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Posted by: Bread.7516

Bread.7516

doesn’t +x% all damage buffs apply to conditions? im not too sure, but why not try it using conditions.

(edited by Bread.7516)

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Posted by: CptAurellian.9537

CptAurellian.9537

I’m pretty sure that all the normal damage multipliers ignore conditions, so this won’t work. That’s another reason why conditions are just rubbish in comparison to direct damage.

Warning! This post may contain traces of irony, sarcasm and peanuts.

There is no loyalty without betrayal. -Ann Smiley

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Posted by: Bread.7516

Bread.7516

oh, that’s sad then.

anyway, i think i tried it before around 1-2 months from release if the sigil damage stacks wherein it showed it did, but it was a really rough test. ill take a look again tonight.

(edited by Bread.7516)

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Posted by: design.6057

design.6057

Just did a couple of tests, wasn’t extremely thorough but it looks like it stacks. Tested it with feedback on Lupi, with 2 mantras, just the little damage boost to increase the numbers so it’s easier to tell the difference. No conditions, no boons, no nothing – just switching on and off the potion while running undead/force sigils and there was a 10% damage increase every time i used the potion.1

Sorrow Night / Seven Truths

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Posted by: Wethospu.6437

Wethospu.6437

The simplest way is to just focus on either minimum or maximum damage.

If you want to be certain you should focus on both minimum damage and maximum damage. Then you can use weapon damage range to calculate potential values and to check whether your tests have big enough sample.

For example Greatsword with 1,045 – 1,155 damage shows that maximum damage should be 10.5% higher than the minimum damage. Sword A is expected to have 5% higher damage then sword B.

If sword B hits for 1000 damage you can say that potential maximum damage is 1105. If sword A hits for over 1105 damage you can conclude that A is stronger.

If sword A hits for 1100 damage then you have to test more. Either until sword B hits for less than 996 or that sword A hits more than 1105.

If at any point sword A hits so low that it’s potential maximum damage is less than 5% of B’s tested maximum damage then you can conclude that A is not 5% stronger than B.

This may seem complicated but you can usually see difference quite quickly. Hit 10 times with both weapons and write down minimum and maximum damages. See if you can conclude anything. If not, repeat until you get something.

(edited by Wethospu.6437)

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Posted by: Richo.3081

Richo.3081

The simplest way is to just focus on either minimum or maximum damage.

If you want to be certain you should focus on both minimum damage and maximum damage. Then you can use weapon damage range to calculate potential values and to check whether your tests have big enough sample.

For example Greatsword with 1,045 – 1,155 damage shows that maximum damage should be 10.5% higher than the minimum damage. Sword A is expected to have 5% higher damage then sword B.

If sword B hits for 1000 damage you can say that potential maximum damage is 1105. If sword A hits for over 1105 damage you can conclude that A is stronger.

If sword A hits for 1100 damage then you have to test more. Either until sword B hits for less than 996 or that sword A hits more than 1105.

If at any point sword A hits so low that it’s potential maximum damage is less than 5% of B’s tested maximum damage then you can conclude that A is not 5% stronger than B.

This may seem complicated but you can usually see difference quite quickly. Hit 10 times with both weapons and write down minimum and maximum damages. See if you can conclude anything. If not, repeat until you get something.

Little bit extensive for something that is not particularly difficult to check… Conjured weapons are not affected by weapon damage however they are effected by damage mods and stats… I think they would provide an easier test with a similar method.

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Posted by: Wethospu.6437

Wethospu.6437

Oh, didn’t realize they had fixed weapon strength (weird game design tbh). That definitely makes it much easier as you only have to hit once.

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Posted by: Zelyhn.8069

Zelyhn.8069

I’m afraid you are mistaken Weth: conjured weapons do have a varying weapon strength.
I think what Richo meant is that the weapon strength of conjures is independent of your equipped weapons. I don’t see how that helps for the research we are trying to do though.

Zelyhn.8069 [rT]
Retired elementalist theorycrafter

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Posted by: Wethospu.6437

Wethospu.6437

Wouldn’t I then be correct, not mistaken? :P

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Posted by: Richo.3081

Richo.3081

I’m afraid you are mistaken Weth: conjured weapons do have a varying weapon strength.
I think what Richo meant is that the weapon strength of conjures is independent of your equipped weapons. I don’t see how that helps for the research we are trying to do though.

I was under the impression that they are only affected by might, vuln and modifiers.. however that may be incorrect >.<

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Posted by: Anicetus.1253

Anicetus.1253

Or you just do it like me, take off your armor, jewelry and autoattack a boss to death, going afk. Coming back you watch how long it took you to kill him and then do the same with potion. When testing undead + undead sigil out of five tests the largest variance was three seconds out of five minutes, which is 0.01%.