Halting strike does 300 base damage - bug?
Image attached for evidence.
Note that is less damage than every auto-attack except staff.
How did you do your math? I cannot follow it. Did you include the weapon stat? What power ratio does halting strike have?
Your math is worthless. I have no idea what equation you conjured up there, but it doesn’t mean anything, that’s for sure.
After testing, it seems that halting strike has a variable skill coefficient from between 2.9 to 3.4. This is very high.
905 * 2354/2760=772
1000 * 2354/3049=772
in bold is the necromancer’s armor, Its way higher than players in pvp have. A player with berserker will have 1850ish, and a rabid will have 2500.
905 * 2354/1850=1151
1000 * 2354/1850=1272
905 * 2354/2500=852
1000 * 2354/2500=941
multiply taht with 1.90, critical damage with a berserker amulet
berserker:
1151*1,9=2187
1272*1,9=2416,8
rabid:
852*1,9=1618
941*1,9=1787
…and it turns in the 2500s we hear about on the forums… or am i just being weird now O.o?
The wiki says we have to use power instead of attack… which makes me wonder what the attack stat even exists for >_<.
edit: berserker vs berserker with 2.9/3.4 skill coefficient: (i still have no idea where that number comes from)
905 * 2354 * 2.9/1850=3339
1000 * 2354 * 2.9/1850=3690
905 * 2354 * 3.4/1850=3915
1000 * 2354 * 3.4/1850=4326
Can halting strike crit? The damage would be ridiciously high if it could… Or maths is just one of the things I should add to my list of things Im horrible at.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
(edited by Alissah.9281)
The wiki says we have to use power instead of attack… which makes me wonder what the attack stat even exists for >_<.
It exists for no reason.
The damage calculation is as follows: damage = power * weapon damage * skill coefficient / target armor
In order to test this accurately, you need to know your target’s armor, aka testing with a human. That sort of testing is how I got my skill coefficient range, because it definitely varies a little.
Edit: It can crit.
905 * 2354/2760=772
1000 * 2354/3049=772in bold is the necromancer’s armor, Its way higher than players in pvp have. A player with berserker will have 1850ish, and a rabid will have 2500.
905 * 2354/1850=1151
1000 * 2354/1850=1272905 * 2354/2500=852
1000 * 2354/2500=941multiply taht with 1.90, critical damage with a berserker amulet
berserker:
1151*1,9=2187
1272*1,9=2416,8rabid:
852*1,9=1618
941*1,9=1787…and it turns in the 2500s we hear about on the forums… or am i just being weird now O.o?
The wiki says we have to use power instead of attack… which makes me wonder what the attack stat even exists for >_<.
edit: berserker vs berserker with 2.9/3.4 skill coefficient: (i still have no idea where that number comes from)
905 * 2354 * 2.9/1850=3339
1000 * 2354 * 2.9/1850=3690905 * 2354 * 3.4/1850=3915
1000 * 2354 * 3.4/1850=4326Can halting strike crit? The damage would be ridiciously high if it could… Or maths is just one of the things I should add to my list of things Im horrible at.
@Alissah: I’m quite certain that Halting Strike can crit. The math, however, remains obscure to me.
905 and 1000 are Sword min and max weapon strength, 2354 is power used in the screenshot of the OP, 1850 is armor from a full berserker player.
And i guess the damage coefficient is between 2.9 and 3.4, as Pyro said.
Not sure what i did wrong, anyone care to enlighten me?
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
My math is based on the wiki page for power . Base power is 916, and base damage is the damage you do at base power. In general, the damage of a skill is multiplied by (power / 916), except for skills that take weapon damage into account.
You’re right that my math is wrong though. The numbers had worked out nicely enough that I’d thought it wasn’t taking weapon damage into account, but using a steady weapon does give lower damage than I get with a normal one. I’ll see if I can work this out more precisely.
That said, even with full berserker gear, I can’t make halting strike do more than 800 or so damage to any of the training NPC’s.
Does anyone know what toughness they each have?
@greyblue: you also neglected to take armor into account.
There is no such thing as ‘base damage’. That value does not exist.
Ok, just did a ton of testing. Here’s the results.
Halting strike (and Mantra of Pain) do not abide by the normal damage calculation. As far as I can tell, (didn’t test MoP extensively) here is the damage calculation that they abide by:
Damage = Power * Skill Coefficient / target armor, where skill coeffecient is approximately 950-970 for halting strike.
Basically, this means the maximum damage you’re gonna get out of it is something like 3000 under the absolute most perfect circumstances ever.
Dude… If you will be using lots of interrupt then I think that this trait is worth taking to be honest. I mean, even 2k bonus dmg for an interrupt is quite nice.
80s: Mesmer, Engineer, Guardian.
In progress: Warrior 52.
My info I posted to the Halting Strikes discussion page:
I just tested this on Utahein in the mists. Using a Steady Sword and Counter Blade, I get a power scaling of about 1.25x, assuming the 3 stacks of Vulnerability caused by Illusion of Vulnerability proc before Halting Strike. If someone wants to check my math, I got:
129 damage @ 1016 Power
174 damage @ 1361 Power
212 damage @ 1660 Power
248 damage @ 1939 PowerWeapon damage was 258 steady and Utahein seems to have 2600 armor.
(258 [Weapon] * 1660 [Power] * 1.25 [Coef]) / 2600 [Armor] = ~205.9 damage
~205.9 * 1.03 [3 Stacks of Vulnerability] = ~212.1 damage
I did this using Counter Blade because you can only get steady results from an interrupt caused by a weapon. Utilities and the Diversion shatter have their own internal weapon of sorts and ignore whatever you’re holding. Using Pyro’s data, we should be able to roughly deduce that internal weapon’s power (edit: about 760 -775; that’s painfully low) .
(edited by Clockwork Bard.3105)