“I didn’t do a good enough job making myself clear, but I didn’t mean there are no coefficients, just that power scales the same for every skill, and it is simple.”
After this, i dont even know why u posted… what was ur point? that dmg scales linearly with power? thanks, captain obvious…
But whats more worrying is this: “Just to let you know, there aren’t any seperate”coefficients" for skills. Power is just a % dmg modifier based on a skill’s base dmg."
Now, i have this strong feeling uve just said that these separate coefficients dont exist… whats it, after all? i only replied coz you appear to dismiss the existence of skill modifiers in this sentence, when in fact any dmg skill, in any game, needs this dmg modifiers to establish a differenciation between skills, without them, we would only have one skill,scatered across multiple names,but all doing the same thing.
I made that huge post also, (and that was my main motto anyway) to inform ppl that are less familiar with how things work damage wise, basically its comunity service, hence including armor mitigation processes, a lot of ppl dont have any idea of what to expect when they add a certain amount or armor,for example… and damage wise, u just cant go simply by using the flat % increase given by each 100 power, wich is 10.92%, when in relation to the original base power (916), because that relation is misleading, the way you put it, some ppl might think that by adding 100 power they gain 10.92% more dmg, because in fact that only happens once, when u go from 916 to 1016… Consider this: i have a build, ive chosen my equipment, and this equipment is beserker set with runes of the scholar (max dmg possible equipment available, if ur above 90% HP), ive also chosen to go 30 points in acrobatics just because i like the traits, and ive put 20 in tricks, for bountiful theft and a 15 initiative pool, i now have 20 points left to spend, and i want to make them count only towards maximizing my DPS, what do i chose? all 20 into power? all 20 into critical? a split 10/10? This is where critical chance and critical dmg must be weighed against a more simplistic view of “base power” increase with flat gains; what adds more here? Lets see:
For this, we dont need skills, or skill modifiers, or weapon dmg, or armor, since these will allways be the same wichever route we choose; instead, lets use a imaginary skill and a imaginary target, and this target takes 1 dmg per each point you have in power, per second; this means that this target will take 2000 DPS if ur power is 2K and u have no crits, this is pretty straightfoward, its a 1:1 ratio of power/dmg.
Now, the example above, we have 2004 power, 35% crit rate and +28% crit dmg, with that equipment; the dmg done by a crit proc will be 178% that of a normal hit, so a normal hit will do 2004 dmg and a crit will do 3567.12 dmg, for a DPS of 2551.09, the formula for this will be: (2004*65) + ((2004*1.78)*35)/100;
1) investing 20 points in the power line, ull get, using the procedure above, a DPS of 2805.69, wich is 9.98% more damage;
2) investing 20 points into critical strikes, ull get 2868.12, wich amounts to 12.43% more dmg;
3) spliting 10/10, we get 2826.09, an increase in damage of 10.78%.
As you can see, taking only power into account, ull never get to know exactly what is ur best choice, because power has diminishing returns built into it,critical chance on the other hand increases its effectiveness the more frequent and more penetrating are the critical hits, in fact above 2000 power any increase of 100 points will add less than 5% more dmg, whereas critical hits will add more per 100 points the more u get closer to 50% crit chance and 50% more crit dmg, however, note that this happens when dealing specifically with traits, as in most professions crit rate and crit dmg are tied in the same trait line.