Average Damage and Skills

Silver

Trox Killer
Joined
Sep 27, 2005
Posts
339
Location
UK
Society
Rangers
Avatar Name
Kent Silver Goodwood
Does anyone know if it is possible to do more than 75% of a guns max dmg once your skills have passed the point where your min dmg % is 50%?

For example if a gun does max 100 dmg and you get to the point where you do a minimum of 50 dmg and a max of 100 is your average damage stuck at 75 or does it keep rising?

Excluding critical hits.

Also, can someone tell me at what professional standing they achieved the 50% min level. Similarly for maxing out the "hit ability" and "critical hit" scores.

Thanks in advance.
 
Average damage is a strange thing I guess. If you have maxed a gun (say opalo because it's so easy to max) on the first mob you may shoot 90% of max dmg on average, but on the second it could easily be 60%. It's all random.
In the long run it should all come down to 75% and since the min and max don't change any more after that, my guess would be that the average damage also doesn't change.

The second question depends on the gun. All I know is that I maxed the opalo at around 1K rifle.
My hit and crit hit on most other weapons (except the (L) ones) are fairly low, but I'm only at a little over 2.5K rifle now. I'm not sure anyone maxed out the other rifles really.
 
EyeContact said:
Average damage is a strange thing I guess. If you have maxed a gun (say opalo because it's so easy to max) on the first mob you may shoot 90% of max dmg on average, but on the second it could easily be 60%. It's all random.
In the long run it should all come down to 75% and since the min and max don't change any more after that, my guess would be that the average damage also doesn't change.

The second question depends on the gun. All I know is that I maxed the opalo at around 1K rifle.
My hit and crit hit on most other weapons (except the (L) ones) are fairly low, but I'm only at a little over 2.5K rifle now. I'm not sure anyone maxed out the other rifles really.

i believe it was fixen, not sure, but someone posted min dmg with imk 2 when he unlocked kill strike, and it was like 3.0 dmg away from maxed min dmg...so my guess would be starman has maxed out his mod merc, or is very very close as he has past 15k lwt...and hasnt chipped hunting skills AFAIK, so his other skills should be pretty high too...
 
That wasnt Vixen but angel who did 3 from max on amped imp mk II

Starman might maxed, u prolly max it a 10 k average or smothing i think
 
I hope I am interpreting the questiong right:

Average damage cannot simply be calculated as the midpoint between min damage and the weapons maximum damage. Other skills can be raised through hunting to raise this average damage, but as of today there is no way to measure it , as far as I know
 
Stryker said:
I hope I am interpreting the questiong right:

Average damage cannot simply be calculated as the midpoint between min damage and the weapons maximum damage. Other skills can be raised through hunting to raise this average damage, but as of today there is no way to measure it , as far as I know

I was basing this on data gathered by myself and others over fairly large sample sizes. It does appear that average damage is at the mid point of the avatar's min and max damage for a given weapon and that this applies at different skill levels and with different skill balance. (Average dmg being determined as the average of all dmg values over a large number of hits, excluding misses and critical hits.)

Do you have some contrary evidence? If so I would be interested to hear.

Pretender said:
so my guess would be starman has maxed out his mod merc, or is very very close as he has past 15k lwt

I didn't realise it was quite that hard to get to the weapons maxed out. If anyone has achieved this it would be interesting to know.
 
Silver said:
I didn't realise it was quite that hard to get to the weapons maxed out. If anyone has achieved this it would be interesting to know.

I've done it silver, then I woke up :(
 
Stryker said:
I hope I am interpreting the questiong right:

Average damage cannot simply be calculated as the midpoint between min damage and the weapons maximum damage. Other skills can be raised through hunting to raise this average damage, but as of today there is no way to measure it , as far as I know

Umm... not to sound argumentative but... do you have any stats/proof for this?
 
My experience is that hit ability and avarage damage is mob dependent. VS hard mobs, I seem to do less damage avarage then on easy mobs, with the same weapon. It also seems to make a difference if i hunt alone or in a team.

For hit ability this is pretty much a fact, as it sais so when you hover over it with the mouse. For damage I am not sure.
 
1 more thing

Heh, Witte writes faster :)

I see nobody here mentioned it, so i will do it.
When you point in weapon stats on hit ability there is a tooltip with text:
...
Hit ability(HA for short) also depends on the choice of enemy and is not the actual hit percentage
...
And on critical hit:
...
Critical hit ability is not the actual hit percentage
...

Those messages clearly states that hit ability depends on mob, I do not know if it has sth to do with min/max dmg (of course it has if "no hit" is treated as hit for 0 hp) but it could have, so calculation of avg dmg, should be done for each mob and even each maturity. And mobs of the same maturity are not the same, sometimes they differ even visually.
Summarizing it could be that "player x killing mob y using wpn z has avg dmg D", calculating avg dmg for all mobs or all players could be uselless.

And question is what exactly means "choice of enemy"? It could be just that final HA depends on your skills, wpn stats, mob skills; but i can also imagine that player has for example a hidden counter for each mob, which states sth like that "avatar XXX killed atrox 1357 times so he is experienced atrox killer and when he attacks atrox his final HA will be YYYY". Of course there is more possibilities.
 
I think that "choice of enemy" might simply mean mob vs. player. In PvP you obviously are dealing with varying stats in evade and dodge, and this has to effect your hit ability to make sense and make PvP "fair". Unless someone has quantified hit ability against specific mobs i would tend to think MA doesn't waste computation (and their programmer/algorithm designer's time) on the mob stats for that. It's not like mobs are going to whine that AOA gets hit just as frequently as Snable young. :laugh: Maybe i'm just cynical, though. :D
 
Not sure what hit ability exactly is but I guess it might be releated to

1) What mean dmg one can do, or better what shape the dmg distribution has
2) Miss rate
3) Additional dmg rate and amount of dmg

To 1)
It's possible to get some info about dmg distribution. The latest stats we did showed the the distribution is uniform. However, this was before crit hit was introduced. So I guess we have to repeat this.

2) rather difficult to measure due to lag. Did for example some stats if scopes help to reduce miss rate but got results that showed that I did better without them. So I guess lag was involved.

4) possible to do but no data yet.
 
Eol said:
Those messages clearly states that hit ability depends on mob...

I don't think it is clear from MA's text, as doer says it may just mean PvP versus Mob kills. I've yet to see any real evidence of mobs actually having different "evade-like" skills. Most of what I have read is just subjective, people saying it "feels" like this or that. If you have done an analytical study to show mob choice does make a difference to hit rate then that would be helpful.

In any case this does not change the average dmg done to a mob when making a successful hit which is the question I was asking. Since missing is difficult to measure objectively, due to lag and human error I am more interested in actual hits.
 
Back
Top