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Mathematics

Posted: Thu Sep 21, 2006 6:31 am
by Equinox
I dodn't know if this has been asked and anwsered or not, still...

Does anyone know how the computations in titanquest work?
In D&D games it's fairly easy, since it's based on the Pen and paper version of the games.
In titanquest the only thing that's obvious is that monsters have a certain amount of Life and you knock it off by doing damage. What is not obvious is how offensive and defensive ability (as noted in the 'secondary' screen) mix in to this. what do they actually do?
I have the official booklet and it's silent on the matter. It's also annoyingly silent on how any of the stats (str, dex, int) <b>actualy</b> contribute to the thing they contribute to. For instance it says that Int increases mana-restoration and elemental damage, but nowhere does it say by how much(per point). In short, I want the numbers!

Has anyone of you guys figured out the mathematics of it all? and if so, please post it here.

Posted: Thu Sep 21, 2006 8:14 am
by Shadowshire
Every 50 points in STR net you +2 dam and a 10 % increase ( in THIS order ), plain physical damage
Every 65 points in dex net you ~1,95 dam and a 10 % increase ( in THIS order ), pierce damage (Remember that pierce damage in calculated from your base damage (STR), so even pure pierce damage build gain more from STR than just DEX *

Don't know stats on INT. Just that it raises your elemental damage and energy refresh rate

Dex also increases your offensive ability (Dealing criticals: ranged weapons can't crit) and increases defensive ability (Avoiding criticals). +400 dex and you can't be criticaled.

* Take 650 Stat points, that'd be :

STR : 650 / 50 = 13, so + 26 dam and 130 % increase
DEX : 650 / 65 = 10, so + 19,5 pierce dam and 100 % increase

Keep in mind the following passage fom the Knowledge - thread :

'Physical + mods, then pierce conversion, then pierce + mods was how it was explained to me - I think the general rule is that most calculations are done in a manner that favors maximal damage output for the player (so % mods are done after +flat mods are applied, and so on)

Now let's say your weapon of choice deals 30 % piercing damage and

A : 10 base damage
B : 100 base damage
C : 1000 base damage

Without considering any other modifiers like + % dam from items or skills, that'd be :

STR :
A : ( 10 + 26 ) + ( 10 + 26 ) * 1,3 = 82,8 ( base ) + 82,8 * 0,3 = 24,84 pierce dam
B : ( 100 + 26 ) + ( 100 + 26 ) * 1,3 = 289,8 ( base ) + 289,8 * 0,3 = 86,94 pierce dam
C : ( 1000 + 26 ) + ( 1000 + 26 ) * 1,3 = 2.359,8 ( base ) + 2.359,8 * 0,3 = 707,94 pierce dam

DEX :
A : ( 10 + 0 ) + ( 10 + 0 ) * 0 = 10 ( base ) + (( 10 * 0,3 + 19,5 ) + ( 10 * 0,3 + 19,5 ) * 1,0 ) = 45 pierce dam
B : ( 100 + 0 ) + ( 100 + 0 ) * 0 = 100 ( base ) + (( 100 * 0,3 + 19,5 ) + ( 100 * 0,3 + 19,5 ) * 1,0 ) = 99 pierce dam
C : ( 1000 + 0 ) + ( 1000 + 0 ) * 0 = 1000 ( base ) + (( 1000 * 0,3 + 19,5 ) + ( 1000 * 0,3 + 19,5 ) * 1,0 ) = 639 pierce dam


So while using a weapon with pretty high base damage, STR would give you more pierce damage than DEX, and it'd give you more damage overall, and it would allow you to wear 'better' armor...

But then, that's not considering the use of skills like Markmanship, SSA or Take Down, that add a flat amount of pierce damage. This damage will NOT be helped by STR, but the DEX based % increase in pierce damage would apply. Especially when heavily using skills that add flat pierce damage ( like 103 pierce dam lvl 8 Calculated Strike or the like ) I'd think you're better off putting your points in DEX.

Of course damage ain't everything, there are plenty of things to consider :

- afaik life / energy leech and % damage converted to health ( / energy ) only take your 'base' physical damage into consideration.

- + % dam acts the same

- monsters' pierce resistance / armor absorbtion

- when you crit ( melee only ) your pierce dam will NOT be factored in, i.e. only base dam will be increased

What is the point in this ?

- Take as much dex as needed for gear requirements, and no more...Highest requirements for spears and bows are: 378 dex for spears or 408 dex for bows is what you should have to spend.

as caster using staff put all in INT and have 150 dex for caster gear requirements.

as melee figther highest dex requirements are 381 dex.

Posted: Thu Sep 21, 2006 1:55 pm
by Equinox
thanks, that's helpfull. And kudos for taking the time to type all that :)

Now we need to figure out what the defensive and offensive capability numbers mean. At this moment I have no clue as to what a ring of +75 offensive ability _actually_ does, apart from _probably_ making you do more damage (every strike seems to be a hit in this game, i have yet to see a leftmouseclick that does not cause at least a little bit of damage).

Another question i was pondering is what does X% resistance actually do? Let's say you have 50% fire res. Will this block 50% of all fire damage done to you, or will 50% of all fire damage attacks fail in causing damage while the other 50% get through?

cheers

Posted: Fri Sep 22, 2006 8:18 am
by bogra
Equinox wrote: At this moment I have no clue as to what a ring of +75 offensive ability _actually_ does, apart from _probably_ making you do more damage (every strike seems to be a hit in this game, i have yet to see a leftmouseclick that does not cause at least a little bit of damage).

Another question i was pondering is what does X% resistance actually do? Let's say you have 50% fire res. Will this block 50% of all fire damage done to you, or will 50% of all fire damage attacks fail in causing damage while the other 50% get through?

cheers
Well, offense seems to be for crits and crits are only for melee, the amount needed ofcourse depends on monster defense ability as for number ...no clue.

50% resistance is half damage every time.
Having -100% resistance on legendary most likely means taking double damage.