R25 Skills @ GM: Feel free to add your own data pre-wipe(Spoiler)

Discussion in 'Skills and Combat' started by Waxillium, Jan 20, 2016.

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  1. Waxillium

    Waxillium Avatar

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    *Skills will vary as Avatars may have different STATS and ATTUNEMENTS
    [​IMG]
    111 Ranged = +66.6 Damage
    100 Ammo Scavenger = +40% Ammo Scavenger Chance
    100 Eagle Eye = +25 Attack Skill
    100 Range = +62.5% Range Weapon Range Bonus
    100 Draw Strength = +25 Base Damage Bonus

    Ammo Scavenger
    Level 90 - 91 +0.4 scavenge 183,000 exp
    Level 91- 92 +0.4 scavenge 205,466 exp
    Level 92 - 93 +0.4 scavenge 226,413 exp
    Level 93 - 94 +0.4 scavenge 248,797 exp
    Level 94 - 95 +0.4 scavenge 277,779 exp
    Level 95 - 96 +0.4 scavenge 301,699 exp
    Level 96 - 97 +0.4 scavenge 330,792 exp
    Level 97 - 98 +0.4 scavenge 364,044 exp
    Level 98 - 99 +0.4 scavenge 390,840 exp
    Level 99 - 100 +0.4 scavenge 440,845 exp
    [​IMG]
    Eagle Eye
    Level 89 – 90 +0.2 Attack Skill 170,000 exp
    Level 90 – 91 +0.3 Attack Skill 190,000 exp
    Level 91 – 92 +0.2 Attack Skill 210,000 exp
    Level 92 – 93 +0.3 Attack Skill 226,362 exp
    Level 93 – 94 +0.2 Attack Skill 248,912 exp
    Level 94 – 95 +0.3 Attack Skill 273,790 exp
    Level 95 – 96 +0.2 Attack Skill 301,248 exp
    Level 96 – 97 +0.3 Attack Skill 345,213 exp
    Level 97 – 98 +0.2 Attack Skill 359,916 exp
    Level 98 – 99 +0.3 Attack Skill 403,421 exp
    Level 99 – 100 +0.2 Attack Skill 439,123 exp
    [​IMG]
    Range
    Level 61 – 62 +0.7 Range Bonus 11,800 exp
    Level 62 – 63 +0.6 Range Bonus 13,000 exp
    Level 63 – 64 +0.6 Range Bonus 14,283 exp
    Level 64 – 65 +0.6 Range Bonus 15,460 exp
    Level 65 – 66 +0.6 Range Bonus 17,222 exp
    Level 66 – 67 +0.6 Range Bonus 19,032 exp
    Level 67 – 68 +0.6 Range Bonus 20,867 exp
    Level 68 – 69 +0.6 Range Bonus 23,271 exp
    Level 69 – 70 +0.7 Range Bonus 26,438 exp
    Level 70 – 71 +0.6 Range Bonus 27,259 exp
    Level 71 – 72 +0.6 Range Bonus 30,952 exp
    Level 72 – 73 +0.6 Range Bonus 33,640 exp
    Level 73 – 74 +0.7 Range Bonus 37,002 exp
    Level 74 – 75 +0.6 Range Bonus 40,794 exp
    Level 75 – 76 +0.6 Range Bonus 44,696 exp
    Level 76 – 77 +0.6 Range Bonus 49,920 exp
    Level 77 – 78 +0.7 Range Bonus 54,287 exp
    Level 78 – 79 +0.6 Range Bonus 59,535 exp
    Level 79 – 80 +0.6 Range Bonus 65,600 exp
    Level 80 – 81 +0.6 Range Bonus 72,029 exp
    Level 81 – 82 +0.6 Range Bonus 79,376 exp
    Level 82 – 83 +0.6 Range Bonus 87,316 exp
    Level 83 – 84 +0.6 Range Bonus 95,810 exp
    Level 84 – 85 +0.6 Range Bonus 105,679 exp
    Level 85 – 86 +0.7 Range Bonus 116,272 exp
    Level 86 – 87 +0.6 Range Bonus 127,716 exp
    Level 87 – 88 +0.6 Range Bonus 140,400 exp
    Level 88 – 89 +0.6 Range Bonus 154,504 exp
    Level 89 – 90 +0.6 Range Bonus 170,906 exp
    Level 90 – 91 +0.6 Range Bonus 187,141 exp
    Level 91 – 92 +0.6 Range Bonus 205,153 exp
    Level 92 – 93 +0.6 Range Bonus 226,176 exp
    Level 93 – 94 +0.7 Range Bonus 256,546 exp
    Level 94 – 95 +0.6 Range Bonus 247,320 exp
    Level 95 – 96 +0.6 Range Bonus 301,056 exp
    Level 96 – 97 +0.6 Range Bonus 331,271 exp
    Level 97 – 98 +0.6 Range Bonus 369,305 exp
    Level 98 – 99 +0.6 Range Bonus 400,792 exp
    Level 99 - 100 +0.6 Range Bonus 434,786 exp
    [​IMG]
    Draw Strength
    Level 61 – 62 +0.2 Base Damage 11,800 exp
    Level 62 – 63 +0.3 Base Damage 13,000 exp
    Level 63 – 64 +0.2 Base Damage 14,283 exp
    Level 64 – 65 +0.3 Base Damage 15,460 exp
    Level 65 – 66 +0.2 Base Damage 17,222 exp
    Level 66 – 67 +0.3 Base Damage 19,032 exp
    Level 67 – 68 +0.2 Base Damage 20,867 exp
    Level 68 – 69 +0.3 Base Damage 23,271 exp
    Level 69 – 70 +0.2 Base Damage 26,438 exp
    Level 70 – 71 +0.3 Base Damage 27,259 exp
    Level 71 – 72 +0.2 Base Damage 30,952 exp
    Level 72 – 73 +0.3 Base Damage 33,640 exp
    Level 73 – 74 +0.2 Base Damage 37,002 exp
    Level 74 – 75 +0.3 Base Damage 40,794 exp
    Level 75 – 76 +0.2 Base Damage 44,696 exp
    Level 76 – 77 +0.3 Base Damage 49,920 exp
    Level 77 – 78 +0.2 Base Damage 54,287 exp
    Level 78 – 79 +0.3 Base Damage 59,535 exp
    Level 79 – 80 +0.2 Base Damage 65,600 exp
    Level 80 – 81 +0.3 Base Damage 72,029 exp
    Level 81 – 82 +0.2 Base Damage 79,376 exp
    Level 82 – 83 +0.3 Base Damage 87,316 exp
    Level 83 – 84 +0.2 Base Damage 95,810 exp
    Level 84 – 85 +0.3 Base Damage 105,679 exp
    Level 85 – 86 +0.2 Base Damage 116,272 exp
    Level 86 – 87 +0.3 Base Damage 127,716 exp
    Level 87 – 88 +0.2 Base Damage 140,400 exp
    Level 88 – 89 +0.3 Base Damage 154,504 exp
    Level 89 – 90 +0.2 Base Damage 170,906 exp
    Level 90 – 91 +0.3 Base Damage 187,141 exp
    Level 91 – 92 +0.2 Base Damage 205,153 exp
    Level 92 – 93 +0.3 Base Damage 226,176 exp
    Level 93 – 94 +0.2 Base Damage 256,546 exp
    Level 94 – 95 +0.3 Base Damage 274,320 exp
    Level 95 – 96 +0.2 Base Damage 301,056 exp
    Level 96 – 97 +0.3 Base Damage 331,271 exp
    Level 97 – 98 +0.2 Base Damage 369,305 exp
    Level 98 – 99 +0.3 Base Damage 400,792 exp
    Level 99 – 100 +0.2 Base Damage 343,786 exp
    [\SPOILER]
     
  2. Mata

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    Congratulations! :D
     
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  3. 4EverLost

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    *drools at the 100s column*:eek:
     
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  4. Coconut

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    Wholly Auto Attack :) I am so happy they made the change to it (auto attack) so that without any other skills that 111 isn't all that overpowering :)

    I only have 2 Gms; Range and Taming :) sorry.

    And GM Taming really has no data - I just know at 102 I could NOT train a Ferocious Brown and at 103.5 I could :)
     
    Last edited: Jan 20, 2016
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  5. Oba Evesor

    Oba Evesor Avatar

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    Just tried hovering that pic to see the tool tips. I'm a moron.

    Congrats on the GMs dude!!
     
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  6. agra

    agra Avatar

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    Thanks for the data, we need more of this!

    Couple of followup questions for you.
    Any chance you could poste a link to a/some/the logs from C:\Users\<your name>\AppData\Roaming\Portalarium\Shroud of the Avatar\ChatLogs ?
    This would allow for some parsing, based on those skill levels, to see how these numbers affect "real world" combat.
    No big deal if you'd rather not, just a request if you are inclined and have the time. Pastebin or dropbox will host raw text or .7z's, respectively.

    Presuming your weapon is something like 8-27 damage, are you seeing:
    • Ranged is adding 66.6 to that, or 66.6% to that? So, 8+66.6 -> 27+66.6 , or 8 x 1.666 -> 27 x 1.666 ?
    • If your weapon range is 30m, are you seeing 30 x 1.625 as the current range (48m) or some other value? Can you actually target sentient/humanoid creatures outside of their aggro range?
    • From Draw Strength, are you seeing it combined with Ranged level? (lots of potential damage ranges here, but it tops out around 8+66.6+25 ->27+66.6+25 , maybe? If you're seeing ~100->118 as a typical auto attack damage range, then this is likely pretty easy to derive/calculate.
    Thanks for any/all answers, in advance, Kvow. :D
     
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  7. Waxillium

    Waxillium Avatar

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    I'll skip that first part!

    The range of my glyphs are 32.5. Fire still has it beat with a range of 40.6. So... I'm not seeing the weird hits for 0 but for sure I can pull a mob that does not agro me first.

    Damage is a bit hard to figure out at present. There are 3 different descriptors of ranged weapon damage. The Range skill says +66.6 Damage; the Draw Strength skill says +25% Base Damage Bonus; my bow of Greater Striking says +20% Ranged Damage Bouns; and my bow of Greater Damage also says +20% base Damage Bonus

    Here is a video, probably my last as you can tell I have the plague and might die soon.
     
  8. Drocis the Devious

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    There's so many things I want to say about this. I'm going to settle for saying, why did you have to max out every archery skill to prove this was so jacked up?

    @Chris @DarkStarr These are honest questions.

    Isn't this easy for you guys to test prior to a new release? Shouldn't someone on the team be tasked with a list of basic combat expectations to see if the math is working as intended? Can't you develop a script that does that? I don't get why this (and other areas of combat) seem so off and we don't seem to know it. (Read: It's not in the release notes)
     
  9. Coconut

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    @DarkStarr / @Chris don't waste your time I got it :)


    Ahhh I see what you are complaining about - and it has ZERO merit, by watching the video all that was trying to be used was Auto Attack - Against the Hardest Creature out there that a single player can have a chance against.

    Perhaps if you understood Auto attack and why it was changed so that even at 111 he is only using an effective 55 Attack skill, since he is NOT using any other skill. Now if he used one of his 80 skills in combination it would have been an attack level of 95, Now against that monster is massively offset by its skills (be it offensive or defensive).

    This is AWSOME Devs keep it up, Auto attack should do just as it did against this monster and be almost useless . . . . . BRAVO, (Claps - Standing ovation)
     
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  10. Waxillium

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    Not sure I understand the question. I wanted to see what the skills said at GM and I was not out to prove much of anything. I don't think archery is jacked up at all. Did you watch the video? Some seriously slow hunting.

    If you read the exp required I would suggest that nobody else ever GM the innates (except for Ranged) as the return on investment of exp is low. 90s in everything would be fine. 80s for many.
     
  11. Drocis the Devious

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    Sorry, I thought it was obvious from watching Kvow's video above.

    I guess I have three main concerns here:

    1. I don't know how long it took Kvow to reach the point where he had 100 in all those skills, but whatever it was it seems like a high bar for people in testing to reach before they can comment on something being broken. Wouldn't it be better if a larger population of players had high level skills experience and could give more feedback like this?
    2. If this is not as intended, and I guess I shouldn't assume that it's not. Then what's the point of having auto-attack in the game? I'm not a fan of auto-attack at all, but it seems like if it's going to be a waste of time at higher levels then maybe we should just stop making it work at higher levels. Or maybe it should be removed from the game entirely. (something I've always wanted)
    3. Do we as players really have to test this stuff? Or is it smarter to have the devs write a script that checks the results of combat within certain tolerances and then alerts the devs when those results are skewed? Or maybe that information is posted somewhere so that players can look at it and say "well I understand that you're saying it SHOULD be this, but here's what I'm seeing". I mean, how do we know what's expected and what's not?
     
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  12. Waxillium

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    I do miss the days when we could try everything pre use based. So much easier to understand and test the game. Right now the glyphs are cripplingly cryptic and give no sense of what you are becoming. You just get on the ride and trust that it's going to be worth it in the end. Right now I don't use my archery much!
     
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