I'll quickly copy paste:
Made a small thing about stats, and other things, it's not close to be finished.
But it takes a lot of time, and unless it's actually helpful enough to someone, it wont be expanded or missing parts completed
Before the link:
It comes as it is. I'm sure there are mistakes or non-clear things. Corrections are welcome. Constructive feedback and correction that is.
Requests are also welcome, some things already planned, but as I've said... time..
Most people will probably be interested in the artifact feeder thing. And not the rest.
And finally if it doesn't load, it's probably because I've updated something and you need to refresh the cache. Just ctrl+f5 and it will load.
Link:
http://jannenw.infoThere are credits, but thanks for
@jumpingmorks for providing the hosting. My lazy guild, for making it worthwhile to login. Lilia Drakon for the blog enthusiasm, it was infectious enough to start this.
I'll try to update more stuff as time permits, and update this thread.
Comments
(Off the top of my head, may need to check)
The Lifesteal Boon at the end of ToD grants 4/5/6% lifesteal, not 3/4/5.
The critical severity SH boon is not currently functioning at all. Michela's bug report:
http://forum.arcgames.com/neverwinter/discussion/1227998/stronghold-boon-critical-severity-bonus#latest
Burning Guidance: You don't need to actually restore an allies HP to heal with it, just attempt to heal them, so even if they are at full life and you try to heal them it will proc. It is supposed to have a 1 second ICD (I need to check this though, I am not sure if the ICD is still present.) It does not proc off heals from lifesteal, regeneration, or the temptation SW capstone.
Michela's Debuff Sheets:
"Huge thanks to Michela for
doingproviding and updating this info.AndAdditional thanks for allowing me to publish it here."Minor typo, it is the mob DR spreadsheet not the RI spreadsheet.
I would recommend adding a link to:
http://neverwinter.gamepedia.com/Help:Acronyms/Abbreviations
in the external links section, for anyone who needs help with NW abbreviations. (Although tbh it is out of date and it may be better to just write a new one of your own.)
Needless to say, great work and I hope you continue to work on and improve this, it is an excellent Neverwinter Resource.
In the Crit-CA section, when the section talks about how DPS increase works, I assume that the repition of 1.75 is a typo... unless it was intentional?
Same goes for the diminishing returns section: DR/multiplier debuffs are capped at 200% effectiveness and not buffs, right? Unless there was a ninja change I was unaware of?
How does one calculate the DPS increase of something and is there a general formula for this?
How do I calculate base cooldowns on abilities?
I get that this is a TR centric/fundamentalist's site, but do you aim to talk about any of other classes in depth?
Do you mind if I cite you/this website/these formulae for stuff I was working on?
And is there a kidney/Influence donation diminishing return limit?
1,2 typos, fixed.
3: new dps / old dps * 100 simple percent. If you take something added it will be:
(current dps + new thing) / current dps * 100
4: Strip down to 0 recovery and 0 RSI from ability and look at the tooltips in the powers screen.
If you can't remove all RSI you will have to take it into account and solve:
x / (1 + RSI) = tooltipNumber
5. no, feel free.
6. On the donations there is none, I think it's the opposite, it's exponential increase on happiness.
Like the left side of this tree
Upgrading from 1-> 140 @ artifact price 180,000
Could you store the latest values of "food" in a local cookie?
The plain RP is just split into 2 because of a technical issue, it's just the sum of both.
And the right side is make 83->empty->98
And I just want to say that I love the usability. That is some clean and intuitive interface, my goodness.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
"
Lets look at 75% base severity and increase it to 85% (10% difference). At a glance we can assume that 8575⋅100=113
Or 13% increase.
But increase of what ? This is NOT dps increase. We just calculated the damage increase of the critical component only.
Lets look at a numbers example:
With 1000 damage, and 75% critical hit severity (char sheet), upon critical hit we will deal 175% of our initial damage:
1000⋅1.75=1750
The same but with 85% severity we will have:
1000⋅1.85=1850
Lets look only at the damage that came from the critical severity: 850750⋅100=113.33
Or indeed 13.3% increase.
But Lets look at the actual total damage increase: 18501750⋅100=105.7
Or 5.7% increase.
"
so feytouch granting 18% increase directly to the damage value is pretty much always better? (lets say over 130% critical severity)
am i missing something? @micky1p00
im sure this is the case since the base damage is a common term that should not have any weight
Not directly to your question but an HR asked me about enchants on reddit and part of the answer I could only give is:
The problem here is now, number of procs:
Lets look at two variants, a single hit for 100k, and 10 hits of 10k each.
If we look at them as is, both equal 100k, and if we apply the same 18% we will get
100k * 1.18 = 118k
Or
10k*1.18 + 10k*1.18 + ... 10k*1.18 = 1.18 * ( 10k + ... 10k ) = 118k
The result is the same thing. Now lets add the weapon proc component, btw the 77% tooltip value is affected by your power. (I'm not sure i ability score also included) so if you get more power you will see it goes up. So lets assume the weapon is 2k and the bonus is 80% (for prettier numbers).
We get each proc:
2k * 1.8 = 3.6k
Lets look at it in the previous hits context:
one 100k hit -> 100k + 3.6k = 103.6k
The 10 hits, we get enchantment proc for each of our hits:
(10k + 3.6k) + (10k + 3.6k) ... = (10k + 3.6k) * 10 = 136k
You can see the difference right away, in the first case, the weapon totaled for 3.6% of the damage, in the second case 36%, ten times more, just because the number of damage instances was higher but for the same sum of non-enchant damage (the same 100k total both cases)
This means, than now to give a good answer of in what cases one enchant will be better than another, we need to check how many times each of our slotted/used attack skills proc the enchantment. That makes it very class and rotation dependent.
To give a proper response, will need a table of the power modifier and the number of enchant procs it causes. Then we can look at it in perspective to rotation.
so if i understood right the crit+combat advantage formula (assuming 100% uptime CA and 100% crit chance) in my case vorpal and feytouch are pretty much the same.
crit severity without vorpal: 132%
combat advantage bonus: (15% (base) +10% (stats) +3% (CHA))*1.1 (boon).
can you confimr?
So yes, and if to account fey weapon procs (IIRC there are now such), fey should be better
- excluding the weird more than one fay in group -> it doesn't work bug.