As Asayre has corrected noted below there is a mathematical error in the above calculation, which i failed to spot. The correct TOTAL WEAPON CRITICAL BONUS is +2,717, which if divided by +12.4% means that +219 Weapon Damage (Rounded Down) produces +1% Critical. Still less than the +71 suggested by the ESO Build Editor but it does make a lot more sense given the way the Dexterity skill works.
Questions explored.[*] What is the conversion between +Critical Damage and Critical Hit Percentile.
When naked Ma'Histaba has a base Critical Hit chance of 10% for both spells and weapons. Because he has the skill Dexterity 2 every item of medium armour he wears adds +219 Critical Weapon Damage to his Weapon Critical, which seems to increase his Crit chance by 1% per item. He also gets +592 Weapon Damage from the Nights Silence Set bonus and another +592 from 4 pieces of Ashen Grip.
Source Weapon Critical
Dexterity 2 (7 x Medium Armour @ +219 each) = +1,533
Set Bonus Night Silence (+592) and Ashen Grip (+592) = +1,184
TOTAL WEAPON CRITICAL BONUS = +3,717
e.g. +12.4% Weapon Critical costs +3,717 Weapon Critical Damage
This suggests that 'In-Game' +300 Critical Damage = +1% Weapon Critical. A lot less than the amount suggested by the ESO Build Editor. Which explains why in the Build Editor Ma'Histaba has +38.9% Weapon Critical, whereas In-Game he only has 22.4%. However, whether this is affected by 'One Tam' Scaling is hard to say without testing on multiple characters.
[*] Is the Critical Hit Percentile shown on character sheet actually used to determine a critical hit, and is it accurate?In one hundred light attacks 27% were critical hits, 4.6% more than the 22.4% Critical Percentile quoted on the character sheet. That could just be luck of course, but is worrying when compared to the damage inflicted.
[*] Comparing Normal and Critical hit damage to verify the percentile bonus awarded for a critical hit.In the test 92,785 damage was inflicted by 73 normal hits, whilst 54,945 was inflicted by 27 critical hits. That's an average of 1,271 damage per normal hit, and 2,035 damage per critical hit.
e.g. Critical Hits inflicted just over 60% more damage than normal hits.
NOTE: This character is using 'The Shadow boon' and so should be inflicting +62% damage on critical hits.
Hi,Reorx_Holybeard wrote: »Regarding the first sentence I believe he's referring to his other post.
Contrary to what you say in that post and this one we actually have a very good understanding of the mechanics behind virtually all stats. For more details check out Asayre's theorycrafting thread on TF (http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/) or our Build Editor (http://en.uesp.net/wiki/Special:EsoBuildEditor) which implements these formulas.
Yes, you're right, my mistake, and that makes a lot more sense.I am hesitant to reply but...
Total Weapon Critical Bonus should be 1533+1184 = 2717. Since this gives you 12.4% weapon critical I would conclude that 219 weapon critical = +1% weapon critical. You state in the first paragraph of quote that +219 weapon critical seems to increase crit chance by 1%
Yes, as I said in my notes it was probably just luck, it could just as easily have been less than 22.4%.The 95% confidence interval based on your data is [19.27, 36.43]. 22.4% is in that interval. There is no reason to believe that the observed 27% critical chance is unusual at this statistical significance level.
Which seems to confirm my assumption that the increased damage caused by the Berserker buff is not included in the calculation of the damage bonus for a Critical Hit, or at least not in the calculation of the additional +12% provided by 'The Shadow' mundus stone. So, strictly speaking the mundus stone tooltip is misleading in that it suggests it will actually increase your characters damage output by 12%, but in fact, its unlikely it will unless your character has no other damage bonuses.You have a Berserker uptime of 56%. That buff changes your weapon damage... So you have the effect of critical chance and Berserker buff to solve. Either repeat it without the berserker buff, look at a non-crit and crit damage with the same buffs active or design a fancy test method.
Hi,Reorx_Holybeard wrote: »Regarding the first sentence I believe he's referring to his other post.
Contrary to what you say in that post and this one we actually have a very good understanding of the mechanics behind virtually all stats. For more details check out Asayre's theorycrafting thread on TF (http://tamrielfoundry.com/topic/introduction-to-pve-damage-calculation-homestead/) or our Build Editor (http://en.uesp.net/wiki/Special:EsoBuildEditor) which implements these formulas.
Yes! you're right my first sentence refers to my other post which you kindly linked.
In that I proved that the Spell Damage and Weapon Damage stats shown on our character sheets are complete and utter twaddle. This was first demonstrated to me by the ESO Build Editor which you also mentioned. It's actually quite easy to check this using the editor simply by creating a Level 50 test build and adding any random weapon of your choice.
I've just knocked up a quick example on your behalf to prove my point.
Here we have the Great Sword of Truth, which does 912 Damage according to its tooltip. However, notice that I have added a glyph that deals a further 453 Magic Damage on every attack.
Now look at the Spell Damage stat, as calculated by the ESO Build Editor shown below.
As you can see the Build Editor has ignored the glyph damage, and its also ignored the fact that this is a stamina based weapon, and has simply posted the damage value printed on the swords tooltip directed into both the Weapon Damage and Spell Damage stat. Ignoring all other item and set bonus' that affect damage ouput.
[...]
Actually thats what I'm trying to do.All the dmg calculation formulas are well understood and documented (e.g. in the build calculator) and you can verify them if you do well designed experiments.
3M Health Dummy= 18,500 Spell resistance, 15,620 Physical resistance.
6M Health Dummy= 18,200 for both Physical and Spell resistance.
No! I think your understanding is correct.I always thought that the critical damage percentage referred to the chance that critical damage would take place. So the higher the percentage, the more likely it is that critical damage takes place. But in this discussion it is seen as referring to the amount of additional critical damage. Was I mistaken?
No! I don't think I have a misunderstanding at allReorx_Holybeard wrote: »I think you have some very fundamental misunderstandings about some basic things which then throws everything off. When a weapon tooltips say "912 Damage" this does *not* mean it does "912 Damage" when you hit something with it.
It's amazing how often I've heard this, and it always strikes me as rather sad that some players don't consider the early content of the game worth playing, Personally, it doesn't bother me that some players prefer to power-level to CP160 (or whatever) as its really up to them and at the end of the day they are often my best customers as they rarely have the skills to craft their own gear, or if they do they pay through the nose for the materials I stock that enable them to do so.kylewwefan wrote: »Makes no sense wasting time with not max level toons on this stuff because everything beforehand is scaled. How much s it scaled? IDK? Doesn't really matter to me, as toons won't be staying there for long.
What has been shown quite clearly is that the value that appears in the Spell Damage and Weapon Damage on your character sheet has absolutely nothing to do with the actual damage your character will inflict in combat.
...
So, basically you can gain no insight into your characters potential damage output by reading their Spell or Weapon Damage. You either go through the complicated formula described by Asayre, or you go and hit something and make a note of what actually happens.
Definition of twaddle in the Oxford English DictionaryShedsHisTail wrote: »Just to be clear... "Twaddle" is bad, right?
I'm sure that's true.OP knows even less than Jon Snow.
I don't see that as a misunderstanding. In fact, what you go on to explain is exactly why I consider the value in the Spell and Weapon Damage field of your character stats to be meaningless twaddle.Reorx_Holybeard wrote: »There's your misunderstanding right there...Spell/Weapon Damage *do* have an effect on the damage your character will do but they are not the *only* effects. It is entirely possible for your Spell/Weapon Damage to go *up* but for you to do *less* damage. They are only one part of many and if you want a good understanding of your damage output you have to know everything that goes into it.
Definition of twaddle in the Oxford English DictionaryShedsHisTail wrote: »Just to be clear... "Twaddle" is bad, right?
NOUN informal
Trivial or foolish speech or writing; nonsense.
‘he dismissed the novel as self-indulgent twaddle’I'm sure that's true.OP knows even less than Jon Snow.I don't see that as a misunderstanding. In fact, what you go on to explain is exactly why I consider the value in the Spell and Weapon Damage field of your character stats to be meaningless twaddle.Reorx_Holybeard wrote: »There's your misunderstanding right there...Spell/Weapon Damage *do* have an effect on the damage your character will do but they are not the *only* effects. It is entirely possible for your Spell/Weapon Damage to go *up* but for you to do *less* damage. They are only one part of many and if you want a good understanding of your damage output you have to know everything that goes into it.
As you quite correctly point out, the true damage output of your character is the produce of a wide range of elements in your build, not just the damage value printed on the tooltip of the weapon you happen to be carrying.
The ESO Build Editor attempts to calculate a more accurate value for Spell and Weapon damage which it calls Effective Spell Power and Effective Weapon Power. Which includes the damage done by the weapon or spell being used but that particular stat doesn't even appear on the in-game character sheet, and I haven't attempted to verify how accurate these values are as the Build Editor doesn't calculate the One Tam battle scaling so it's impossible to compare the values it generates with a characters in-game performance.
For example: Rosy's Effective Spell Power is quoted as 912, but in game her staff does 1,730 damage for Light Attacks. In addition, the enchant deals 1438 Magic Damage. So Total damage was 3.168.
As you can see her In-Game Spell Damage shows 1,788.
The only thing I'm not sure about in terms of the Effective Spell/Weapon Power formula is the Attacker Spell/PhysicalIf you want to understand how it works then you have to understand the formulas in the editor.
The only thing I'm not sure about in terms of the Effective Spell/Weapon Power formula is the Attacker Spell/PhysicalIf you want to understand how it works then you have to understand the formulas in the editor.
Mitigation figure, which seems to be set at 72.6% for all my characters builds.
Is that some sort of default value, or is it picking it up from the UESPLOG when I upload my builds from the game?
Reorx_Holybeard wrote: »The only thing I'm not sure about in terms of the Effective Spell/Weapon Power formula is the Attacker Spell/PhysicalIf you want to understand how it works then you have to understand the formulas in the editor.
Mitigation figure, which seems to be set at 72.6% for all my characters builds.
Is that some sort of default value, or is it picking it up from the UESPLOG when I upload my builds from the game?
Attacker Spell/Physical Mitigation is another calculated stat which is found at the bottom of the right in the editor. A value of 72.6% means you are using a build with no penetration values against a target with 18.2k resistances meaning the target takes 72.6% of the damage you deal to it. For example, if your spell does 1000 damage it would only hit the target for 726 damage due to its mitigation.
Reorx_Holybeard wrote: »The only thing I'm not sure about in terms of the Effective Spell/Weapon Power formula is the Attacker Spell/PhysicalIf you want to understand how it works then you have to understand the formulas in the editor.
Mitigation figure, which seems to be set at 72.6% for all my characters builds.
Is that some sort of default value, or is it picking it up from the UESPLOG when I upload my builds from the game?
Attacker Spell/Physical Mitigation is another calculated stat which is found at the bottom of the right in the editor. A value of 72.6% means you are using a build with no penetration values against a target with 18.2k resistances meaning the target takes 72.6% of the damage you deal to it. For example, if your spell does 1000 damage it would only hit the target for 726 damage due to its mitigation.
And is that based upon some accepted norm, as far as target resistance is concerned?
e.g. is 18.2% resistance a standard value for PvE mobs (i notice it can be changed in the editor, but that seems to be the default)?