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  1. #1
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    Non-Musket Mojo Storm / Blast / Strike DMG is Inconsistent

    Hello.

    I've wanted to make a post about this for a while, considering that I've known about this for at least a month.

    Long story short.....Mojo Storm, Mojo Blast, and Mojo Strike don't always use the stated base damage in determining how much damage enemies take.

    Testing
    Most of my testing was done last month.
    I also did brief testing earlier today to confirm if this issue still persisted today.

    Last Month's Testing
    Last month, I tested the damage of Mojo Storm on my Swashbuckler, using the following setting / stats:
    ー Pirate: level 66 
    ー Spell Power: 248 
    ー Will: 37 
    ー Weapon: Laborer's Spade
    ー Enemies:
      ー Devilfish Hollow: Spider (levels 24 - 27), Atlach-Zath (levels 26 - 27)
       (note: these enemies have 0 Magic Resist)

    The distribution of base values the game used during my 200 trial runs:
    ー 468: 59 runs (29.5%)
    ー 474: 50 runs (25.0%)
    ー 477: 13 runs (6.5%)
    ー 483: 10 runs (5.0%)
    ー 492: 68 runs (34.0%)

    Of the above base damage values I've obtained, the only acceptable value is 492.
    This is because Mojo Storm's damage appears to round down, while the damage stated appears to round according to normal rounding rules.
    (If necessary, I will explain this as a reply if requested. However, I will exclude it from the main post because it is not relevant to the main topic.)

    I also did tests with a slightly different setup, details below:
    ー Pirate: level 66 
    ー Spell Power: 248 
    ー Will: 37 
    ー Weapon: Discarded Armada Pistols
    ー Enemies:
      ー Devilfish Hollow: Spider (levels 24 - 27), Atlach-Zath (levels 26 - 27)
       (note: these enemies have 0 Magic Resist)

    The distribution of base values the game used during the 103 trial runs with this setup:
    ー 479: 37 runs (39.5%)
    ー 484: 30 runs (29.1%)
    ー 488: 13 runs (12.6%)
    ー 492: 23 runs (22.3%)

    Of the base damage values I've obtained with the second setup, the only acceptable value is 492. (same explanation as above)

    Note that for both of these sets of trial runs, the actual base damage used was less than the stated base damage the majority of the time.

    Today's Testing
    Before starting to type this post, I also checked what the damage was like for my Musketeer, using the same enemies as a control for the Magic Resist.
    Surprisingly enough, of the 20 trial runs I did, none of them showed any significant damage variance.
    Assuming the chance of seeing no damage variance is 35%, the chance of having no trials with damage variance after 20 runs has a probability of.....0.0000000007610.
    (That's 9 zeros after the decimal point.....)

    However, when I did brief testing on my other Pirates (different classes), I observed significant damage variance from what was stated. (I used the same enemies as with my Musketeer.)
    (Brief testing was done because, assuming the base values are as shown, the base damage used would have no unexplained variance from the stated damage; therefore, any unusual variance would be unexplained by anything except the base values that the Power uses.)

    Here's a brief summary of those results:

    Buccaneer, stated damage of 184 (had to use Mojo Blast because he was level 37, therefore not having access to Mojo Storm):
    ー [1.00x] 159 damage (86.4% of actual stated damage)
    (From previous data collection / analysis, I concluded that Mojo Blast's damage is approximately 66.7% of Mojo Storm's damage ー specifically 2/3 of that amount. Using that statement, one may assume that Mojo Storm's damage variance indirectly appears in this trial.)

    Privateer, stated damage of 574:
    ー [1.00x] 558 damage (97.2% of actual stated damage)
    ー [0.75x] 419 damage (73.0% of actual stated damage)
    ー [1.25x] 698 damage (121.6% of actual stated damage)
    ー [0.75x] 424 damage (73.9% of actual stated damage) (got this damage roll twice)
    ー [1.00x] 565 damage (98.4% of actual stated damage) (.....why is there a second base value? #1)

    Swashbuckler, stated damage of 493:
    ー [1.00x] 483 damage (98.0% of actual stated damage) (got this damage roll twice)
    ー [0.75x] 355 damage (72.0% of actual stated damage)
    ー [1.00x] 468 damage (94.9% of actual stated damage) (.....why is there a second base value? #2)

    Witchdoctor, stated damage of 402:
    ー [Epic] 463 damage (115.2% of actual stated damage) (note that 115.2% → 1.152x, which is far from the Epic Critical multiplier of 1.33)
    ー [1.00x] 350 damage (87.1% of actual stated damage)
    ー [1.25x] 438 damage (109.0% of actual stated damage)
    ー [1.00x] 348 damage (86.6% of actual stated damage) (.....why is there a second base value? #3)

    Mormo, stated damage of 306:
    ー [1.00x] 251 damage (82.0% of actual stated damage)

    If the damage was based on the amount shown on the Power, then these percentages would be closer to the proper amounts for the multipliers:
    ー 0.75x → 75.0%
    ー 1.00x → 100.0%
    ー 1.25x → 125.0%
    ー Epic → 133.0%

    However, these results show different damage amounts are being used (in some cases, these amounts are significantly less than the stated base value).

    To top it off, the initial cause for all of this testing.....
    was one of my lower-level Witchdoctors using Mojo Strike on my main Pirate's companions during some other testing.

    Extra ー Hovering Over Mojo Storm

    When hovering over Mojo Storm, sometimes, the stated base damage isn't what you expect it to be.....
    Here are some images of that show this:

    Expected damage:

    Click image for larger version. 

Name:	base stats, 493 base dmg (expected).png 
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ID:	76246

    Unusual damage (with the Discarded Armada Pistols):

    Click image for larger version. 

Name:	base stats, 406 base dmg.png 
Views:	23 
Size:	88.5 KB 
ID:	76242 Click image for larger version. 

Name:	base stats, 424 base dmg.png 
Views:	24 
Size:	88.0 KB 
ID:	76243 Click image for larger version. 

Name:	base stats, 479 base dmg.png 
Views:	23 
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ID:	76244 Click image for larger version. 

Name:	base stats, 485 base dmg.png 
Views:	23 
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ID:	76245

    Unusual damage (with the Laborer's Spade):

    Click image for larger version. 

Name:	Laborer's Spade, 402 base dmg.png 
Views:	23 
Size:	87.2 KB 
ID:	76247 Click image for larger version. 

Name:	Laborer's Spade, 417 base dmg.png 
Views:	23 
Size:	87.4 KB 
ID:	76248

    (These are all with the same Spell Power and Will as the above Swashbuckler setups stated.)

    My Questions and/or Requests

    The base damage for Mojo Storm, said to be the most reliable Area-of-Effect Power for Witchdoctors in damage, is variable and inconsistent for non-Musketeer users.
    (This statement also applies to Mojo Blast and Mojo Strike.)

    Given that Magic Resist and any other damage-decreasing buffs are irrelevant (as none were cast on the enemy during testing), and that no buffs were cast, I would like to know why these inconsistencies occur with these Powers.
    (These are the only Powers that I noted to have unexplained base damage variance during detailed testing ー and for context, I have analyzed many of this game's Powers over several months in detail, mostly the Powers given by the class trainers, but also certain Companions' Powers that I have access to.)

    I wonder if @Ratbeard might have an idea....?

    Any help is appreciated in resolving this strange occurrence!
    (Thank you in advance!)



  2. The Following 2 Users Say Thank You to Cody Nightblade For This Useful Post:

    Crushcut (12-30-2019),luvs2sleepalot (01-01-2020)


  3. #2
    Kingurz's Avatar
       Kingurz is offline Deckhand
    My Pirate101 Character is a Swashbuckler
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    Re: Non-Musket Mojo Storm / Blast / Strike DMG is Inconsistent

    Did the change in weapons affect the spell power? For example, Will being a primary stat changing the numbers of the base attack?



  4. The Following 2 Users Say Thank You to Kingurz For This Useful Post:

    Cody Nightblade (12-30-2019),Crushcut (12-30-2019)


  5. #3
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    Re: Non-Musket Mojo Storm / Blast / Strike DMG is Inconsistent

    Quote Originally Posted by Kingurz View Post
    Did the change in weapons affect the spell power? For example, Will being a primary stat changing the numbers of the base attack?
    If I had the Staff of Power (pure Staffy), the numbers for the base damage would be changed, but that weapon was not used during testing.
    Therefore, the change in weapons should not change the resulting base damage.
    (None of the Weapons I used during testing gave any boost to Spell Power or Will.)

    However, considering the potential base damage rolls during my Swashbuckler's testing did appear to change when the primary stat was changed, I did conclude that what the primary stat was might have something to do with the actual base damage used.



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    Kingurz (12-30-2019)


  7. #4
    flash33's Avatar
       flash33 is offline Navigator
    My Pirate101 Character is a Witchdoctor

    • flash33's Pirate101 Stats
      •  Pirate's Name:
      •  Seth
      •  Pirate's Class:
      •  Witchdoctor
      •  Pirate's Level:
      •  70
      •  Ship Type:
      •  Aquila Galleon
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    Re: Non-Musket Mojo Storm / Blast / Strike DMG is Inconsistent

    Huh, that's very interesting. Weird how the damage changes so much from cast to cast and class to class.



  8. The Following 3 Users Say Thank You to flash33 For This Useful Post:

    Cody Nightblade (01-01-2020),Crushcut (01-01-2020),luvs2sleepalot (01-01-2020)




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