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Reaper Debuff math
Feb 16th, 2017 at 11:15am
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Skull      Self-Healing Recieved
0      100%
1      40%
2      36%
3      32%
4      28%
5      24%
6      20%
7      16%
8      12%
9      8%
10      4%
     
     Formula:
     Self-healing Recieved = 44% - 4%*skull
« Last Edit: Feb 16th, 2017 at 11:29am by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #1 - Feb 16th, 2017 at 11:17am
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Skull      Proc Damage dealt (fraction of elite, using strike down from divine crusader)
0      1
1      0.714
2      0.526
3      0.384
4      0.286
5      0.216
6      0.168
7      0.134
8      0.11
9      0.09
10      0.076

What is the formula for this?
  

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Re: Reaper Debuff math
Reply #2 - Feb 16th, 2017 at 11:19am
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Skull      Exponential fit      Eye-balling it exponential fit
0            
1      0.7021801888      0.7142857143
2      0.5282755647      0.5102040816
3      0.3974408231      0.3644314869
4      0.2990091128      0.2603082049
5      0.2249553753      0.1859344321
6      0.1692420689      0.1328103086
7      0.1273269325      0.09486450616
8      0.09579265868      0.06776036155
9      0.07206828342      0.04840025825
10      0.05421957743      0.03457161303
           
Formula                              Formula
0.933333/E^(0.284572 x)      1/(1.3^x)
« Last Edit: Feb 16th, 2017 at 11:30am by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #3 - Feb 16th, 2017 at 11:22am
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My above model is not that great. (Plugged the numbers into wolfram alpha and hit fit.) Can someone see what fit they're using? It doesn't look geometric but my math fu is a bit rusty.

Ruin is also affected by the same thing as strike down. Does it have to do with spellpower?

Ruin      Fraction                            Skull
3041      1                                    0
2171      0.7139098981                    1
513      0.1686945084                    6
231      0.07596185465                    10
« Last Edit: Feb 16th, 2017 at 11:31am by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #4 - Feb 16th, 2017 at 11:26am
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Here is each as a fraction of the previous

As a fraction of the previous

0.714
0.7366946779
0.7300380228
0.7447916667
0.7552447552
0.7777777778
0.7976190476
0.8208955224
0.8181818182
0.8444444444
  

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Re: Reaper Debuff math
Reply #5 - Feb 16th, 2017 at 11:26am
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Here is each as a difference of the previous (in raw strike down damage)

143
94
71
49
35
24
17
12
10
7
« Last Edit: Feb 16th, 2017 at 11:27am by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #6 - Feb 16th, 2017 at 4:38pm
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WonderfulFoppyBint wrote on Feb 16th, 2017 at 11:26am:
Here is each as a difference of the previous (in raw strike down damage)

143
94
71
49
35
24
17
12
10
7


Don't know if it helps or not but the devs have mentioned that the nerfs to damage were (at least partially) affecting melee power / spell power. This is potentially why sneak attack seems to be nerfed more than other things. If this is the case, blasting warlocks are even worse than before due to the extra scaling.

Cheers

Edit: Also in the convo posted on lamm with coco, he mentioned that there were a LOT of hidden mechanisms behind reaper that the players have no idea about. Good luck trying to sort that all out.
« Last Edit: Feb 16th, 2017 at 4:40pm by hydra »  
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Re: Reaper Debuff math
Reply #7 - Feb 16th, 2017 at 5:11pm
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Its encouraging that strike down and ruin share the same debuff profile.
I know that SA is gonna be a bitch to test.
  

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Re: Reaper Debuff math
Reply #8 - Feb 16th, 2017 at 5:54pm
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Sneak Attack per Skull (raw data)
56      0
51      1
40      2
29      3
21      4
16      5
12      6
9      7
7      8
6      9
5      10
  

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Re: Reaper Debuff math
Reply #9 - Feb 16th, 2017 at 5:56pm
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Sneak Attack (Fraction of Elite)      
1                         0
0.9107142857      1
0.7142857143      2
0.5178571429      3
0.375                 4
0.2857142857      5
0.2142857143      6
0.1607142857      7
0.125                 8
0.1071428571       9
0.08928571429      10
« Last Edit: Feb 16th, 2017 at 5:56pm by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #10 - Feb 16th, 2017 at 5:58pm
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Spell Damage debuff divided by Sneak Attack debuff
1
0.784
0.7364
0.7415172414
0.7626666667
0.756
0.784
0.8337777778
0.88
0.84
0.8512
  

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Re: Reaper Debuff math
Reply #11 - Feb 16th, 2017 at 6:03pm
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In Conclusion

Melee Sneak attack receives less of a debuff than spell damage, ranged sneak attack, and proc damage from Divine Crusader cleave. Melee sneak attack debuff is 30% less severe across all skulls. By that I mean if you divide the melee debuff by the ranged debuff, you get 1.3 .

It doesn't seem liek there's an offhand way to express the debuff in number of skulls.

« Last Edit: Feb 16th, 2017 at 7:08pm by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #12 - Feb 16th, 2017 at 6:06pm
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maybe

Multiply your damage by

1/(1.3^skulls)

is the best way to do it in your head lol
« Last Edit: Feb 16th, 2017 at 6:08pm by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #13 - Feb 16th, 2017 at 6:58pm
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FOR THE ENVELOPES: The Ranged sneak attack damage is identical to Spell Damage, and Proc damage from the Divine Crusader cleave.

Ranged Sneak attack damage is 30% less than Melee Sneak attack damage accounting for Ranged Power and Melee power differences.
« Last Edit: Feb 16th, 2017 at 7:02pm by WonderfulFoppyBint »  

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Re: Reaper Debuff math
Reply #14 - Feb 16th, 2017 at 9:27pm
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Thanks bro
  
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Re: Reaper Debuff math
Reply #15 - Feb 16th, 2017 at 11:30pm
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By the way, shouldnt this be on Guides? thought "Builds" subforum was self explanatory.
  
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Re: Reaper Debuff math
Reply #16 - Feb 17th, 2017 at 5:30am
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Tnx for taking the time to post this, numbers are close to identical to what guildie has as well.
As other said, post on guides /but i doubt anyone ever checks there but even so more reason for those that do since the thread will be on first spot.


Also little sidenote, from this data i conclude that on fury throwers it would be more benefical to focus on ranger power then sneak /aka take arborea instead of the hide feat / to make your burst stronger.
(i assume most people play throwers or dc casters at this point)
« Last Edit: Feb 17th, 2017 at 5:32am by Lelouch »  
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Re: Reaper Debuff math
Reply #17 - Feb 17th, 2017 at 8:00am
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Lhynn wrote on Feb 16th, 2017 at 9:27pm:
Thanks bro


yarr

Lhynn wrote on Feb 16th, 2017 at 11:30pm:
By the way, shouldnt this be on Guides? thought "Builds" subforum was self explanatory.


narr

Lelouch wrote on Feb 17th, 2017 at 5:30am:
Also little sidenote, from this data i conclude that on fury throwers it would be more benefical to focus on ranger power then sneak /aka take arborea instead of the hide feat / to make your burst stronger.
(i assume most people play throwers or dc casters at this point)


My data does not say anything about your front number. I would probably assume that it is receiving the same debuff as Sneak Attack, and that its a fighting style difference. That's my guess though. It seems strike down is receiving different treatment. (i.e., SA holds its value better than weapon procs by 1.3 with SA debuff /Proc debuff)
  

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Re: Reaper Debuff math
Reply #18 - Aug 14th, 2019 at 7:37am
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Can this thread be updated for Update 42 Patch 4?
  
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Re: Reaper Debuff math
Reply #19 - Aug 14th, 2019 at 8:55am
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crunch wrote on Aug 14th, 2019 at 7:37am:
Can this thread be updated for Update 42 Patch 4?


Maybe wait a week. The numbers might change significantly after the 42.4.1 hotfix is made and then the 42.4.1.a hotfix of the hotfix...
  
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Re: Reaper Debuff math
Reply #20 - Aug 14th, 2019 at 10:23am
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crunch wrote on Aug 14th, 2019 at 7:37am:
Can this thread be updated for Update 42 Patch 4?


If I get bored I'll take a whack at it, but I'm not active on the game atm.
  

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Re: Reaper Debuff math
Reply #21 - Aug 14th, 2019 at 10:24am
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Someone else mathy may beat me to it.
  

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Re: Reaper Debuff math
Reply #22 - Aug 14th, 2019 at 11:20am
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The new 1 skull outgoing damage modifier is around .4, the new 10 skull outgoing damage mod is  0.154

AFAIK, they did not change the self-heal modifier or the incoming damage modifier.
« Last Edit: Aug 14th, 2019 at 11:26am by 5 Foot Step »  

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Re: Reaper Debuff math
Reply #23 - Aug 15th, 2019 at 7:00am
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If you take just the two points you get an exponential fit of:
e^(-0.18708 x)

This produces the set:

Skull, Exponential Fit (e^-0.18709)
0              1
1            0.8293773835
2            0.6878668443
3            0.5705012036
4            0.4731607955
5            0.3924288626
6            0.3254716233
7            0.2699388033
8            0.2238811384
9            0.1856819528
10         0.1540004122
  

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Re: Reaper Debuff math
Reply #24 - Aug 15th, 2019 at 7:07am
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For Melee
They've given you 90% more damge in r10.
R7's boss killing time is now the boss killing time in r10.

For Ranged/Casters
They've given you 102% more damage in r10.
R6's boss killing time is now the boss killing time in r10.
  

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