tyopoyt / epic7-damage-calc

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El's Fist attack increase calculation seems to be erroneous #155

Open Elemyr opened 11 months ago

Elemyr commented 11 months ago

There seems to be a double error in the calculation of the additional attack obtained from the artifact El's Fist. The current calculation behavior in the tool matches identically to the one described in this (5 years old) post : https://www.reddit.com/r/EpicSeven/comments/asbwme/els_fist_numbers/ From my testing, this behavior does not match the game's anymore, in two ways : how the thresholds/brackets don't exist anymore and how the total increase is erroneous :

There may be the same issues with how speed is calculated for speed scaling characters.

Following is to back up the claim :


1. Test data

While striking with crititical hits S1 the front mob of the first battle of the Dark Rune shrine in maximum difficulty, character used was LQC (3036 geared attack including the flat attack from a +30 El's Fist, 205% C.D) :

2. Bracket based calculation has been linearized

The calculator currently uses a brackets based calculation for the artifact El's Fist at <75% HP, <50% HP and <25% HP, as described in the post. From the data above, I have found that these brackets seem to have been removed and that the calculation now scales linearly. Currently the calculation is such that the attack is increased sequentially at <75% HP, <50% HP and <25% HP, such that for instance no increase beyond the base 10% is obtained when above the 75% Health threshold. Since in this data I do have an increase when above this threshold, I believe that the increase is now instead linear over the entire range.

3. Maximum attack increase seems to be erroneous

The calculator currently increases attack by the initial 10% correctly when at full Health. The total maximum increase when at <25% Health however is currently equal to 50% of attack.

That total maximum, as seen in the data, should be equal to the initial increase of 10% + 50% at minimum Health, that is 60%. The data shows that a loss of 12.9% of Health does lead to an increase of 12.9% of 50% of the geared attack in addition to the initial 10% increase, and similarly for a loss of 11.7% of Health.

Summary

I believe the scaling of the increased attack should be calculated linearly and the maximum total increase of attack at minimum Health should be the initial 10% + the 50% increase for a total of 60%, instead of the increase being calculated sequentially and the maximum total increase being a total of 50% (the initial 10% + in the calculator an increase of 40% from maximum Health to minimum Health -instead of 50%-).

I have not tested the behavior of the speed increase for speed scaling characters, but I suppose it is likely to be calculated in the same manner and have the same issues (brackets and I suppose it's possible that the maximum speed increase from full Health to minimum Health is also 40% instead of 50% ?)

tyopoyt commented 10 months ago

Thanks for the report, I will look into this when I get a chance 👍