01-26-2022, 11:00 PM
(This post was last modified: 01-27-2022, 12:08 AM by Ruvanal.
Edit Reason: fixing information by accidently posting before done
)
While on these forums the character screen earned the nickname "The Lying Character Screen", in the current PTR it is more like a little fib for Holy Fire. As I have not looked yet, some of the following will like also apply to any of the aura that had scaling range damage applied to their effects.
For some the following I dug through the data files of the game (mostly skills.txt) and did some in game testing with the assistance of Frag.
Notable changes that were done to Holy Fire was changing synergy values and damage scaling based on the skill level. So first, the synergies as listed in the patch notes.
[*]Resist Fire synergy increased from 18% to 24%
[*]Salvation synergy increased from 6% to 10%
[*]For a full synergy boost of 20 points in each this would change the damage boost from +480% to +680%. Moderately strong in my opinion, but on what was not an overly strong skill before, not that bad in itself.
Now for a short table of scaling factors for fire damage by level pulled from the 2.3 and 2.4 files.
[*]Here you can see the extent of the damage level scaling that was alluded to in the patch notes. Its noticeably greater than the 90% that they listed for levels 2 to 22 and only comes around the amount that they listed for levels above 22.
Running out the numbers by level for this data as was done on other sites would yield a table like this:
[*]Now, some would look at this and say that it is incorrect compared to the game displays and in part you would be right. But there are reasons for that. The max aura damage does not match, but the game uses a x6 on this aura calculation to determine the what the min and max damage adds are for the paladins weapon damage modifier is and this part will match ingame displays. Note: round fractions down for game displays.
Now there is another thing that the devs did to this skill and few other aura skills. They noted that skill like this would scaling from 100% on the outer edge of the aura to 200% next to the paladin. They did this off of factors that they adjusted in the data table like this:
[*]
Now the problem here is that while the description implies one effect, the actual result is something a little bit different than that. And I am not sure the current devs realized wha tit actually does do. Seeing issues with the above numbers for the aura and what is displayed, I took to do some measurable testing on the PTR using some assistance and PvP conditions (damage/6). The results were that what is happening is that the outer edge damage of an aura is using the minimum value of the aura damage to calculate its damage and the point blank damage is using the max damage value listed above at 200% strength. While we did not take the time to try and estimate the mid range values, I expect that it would be adjusted between these two numbers based on distance. What the game does do is display the aura min damage as above and the max damage as 200% of the max damage above. Here is table for the adjusted aura values.
[*]These should match the ingame numbers without any synergies applied.
Regarding MrLlamaSC video about this. https://www.youtube.com/watch?v=amvILiPCqA8
The numbers here do not fully support that the skill is the real broken part of this. It is the way these high level runewords can apply stacking skills to the players that appears to be the real problem.
For some the following I dug through the data files of the game (mostly skills.txt) and did some in game testing with the assistance of Frag.
Notable changes that were done to Holy Fire was changing synergy values and damage scaling based on the skill level. So first, the synergies as listed in the patch notes.
[*]Resist Fire synergy increased from 18% to 24%
[*]Salvation synergy increased from 6% to 10%
[*]For a full synergy boost of 20 points in each this would change the damage boost from +480% to +680%. Moderately strong in my opinion, but on what was not an overly strong skill before, not that bad in itself.
Now for a short table of scaling factors for fire damage by level pulled from the 2.3 and 2.4 files.
Code:
base elvl1 elvl2 elvl3 elvl4 elvl5
lvl 1 2 to 8 9 to 16 17 to 22 23 to 28 29 and up
fire min dmg 2 2 4 6 7 8
fire max dmg 6 3 5 7 8 9
Old 2.3 scaling
fire min dmg 2 1 2 3 5 7
fire max dmg 6 1 2 3 5 7
Running out the numbers by level for this data as was done on other sites would yield a table like this:
Code:
Skill aura damage weapon damage
Level Min Max Min Max
1 1 3 6 18
2 2 4.5 12 27
3 3 6 18 36
4 4 7.5 24 45
5 5 9 30 54
6 6 10.5 36 63
7 7 12 42 72
8 8 13.5 48 81
9 10 16 60 96
10 12 18.5 72 111
11 14 21 84 126
12 16 23.5 96 141
13 18 26 108 156
14 20 28.5 120 171
15 22 31 132 186
16 24 33.5 144 201
17 27 37 162 222
18 30 40.5 180 243
19 33 44 198 264
20 36 47.5 216 285
21 39 51 234 306
22 42 54.5 252 327
23 45.5 58.5 273 351
24 49 62.5 294 375
25 52.5 66.5 315 399
26 56 70.5 336 423
27 59.5 74.5 357 447
28 63 78.5 378 471
29 67 83 402 498
30 71 87.5 426 525
31 75 92 450 552
32 79 96.5 474 579
33 83 101 498 606
34 87 105.5 522 633
35 91 110 546 660
36 95 114.5 570 687
37 99 119 594 714
38 103 123.5 618 741
39 107 128 642 768
40 111 132.5 666 795
41 115 137 690 822
42 119 141.5 714 849
43 123 146 738 876
44 127 150.5 762 903
45 131 155 786 930
46 135 159.5 810 957
47 139 164 834 984
48 143 168.5 858 1011
49 147 173 882 1038
50 151 177.5 906 1065
51 155 182 930 1092
52 159 186.5 954 1119
53 163 191 978 1146
54 167 195.5 1002 1173
55 171 200 1026 1200
56 175 204.5 1050 1227
57 179 209 1074 1254
58 183 213.5 1098 1281
59 187 218 1122 1308
60 191 222.5 1146 1335
61 195 227 1170 1362
62 199 231.5 1194 1389
63 203 236 1218 1416
64 207 240.5 1242 1443
65 211 245 1266 1470
66 215 249.5 1290 1497
67 219 254 1314 1524
68 223 258.5 1338 1551
69 227 263 1362 1578
70 231 267.5 1386 1605
71 235 272 1410 1632
72 239 276.5 1434 1659
73 243 281 1458 1686
74 247 285.5 1482 1713
75 251 290 1506 1740
76 255 294.5 1530 1767
77 259 299 1554 1794
78 263 303.5 1578 1821
79 267 308 1602 1848
80 271 312.5 1626 1875
81 275 317 1650 1902
82 279 321.5 1674 1929
83 283 326 1698 1956
84 287 330.5 1722 1983
85 291 335 1746 2010
86 295 339.5 1770 2037
87 299 344 1794 2064
88 303 348.5 1818 2091
89 307 353 1842 2118
90 311 357.5 1866 2145
91 315 362 1890 2172
92 319 366.5 1914 2199
93 323 371 1938 2226
94 327 375.5 1962 2253
95 331 380 1986 2280
96 335 384.5 2010 2307
97 339 389 2034 2334
98 343 393.5 2058 2361
99 347 398 2082 2388
100 351 402.5 2106 2415
Now there is another thing that the devs did to this skill and few other aura skills. They noted that skill like this would scaling from 100% on the outer edge of the aura to 200% next to the paladin. They did this off of factors that they adjusted in the data table like this:
Code:
Param6 *Param6 Description
200 Area Damage % Range Scaling (from 100% to X% damage, based on how close the enemy position is to the caster)
Now the problem here is that while the description implies one effect, the actual result is something a little bit different than that. And I am not sure the current devs realized wha tit actually does do. Seeing issues with the above numbers for the aura and what is displayed, I took to do some measurable testing on the PTR using some assistance and PvP conditions (damage/6). The results were that what is happening is that the outer edge damage of an aura is using the minimum value of the aura damage to calculate its damage and the point blank damage is using the max damage value listed above at 200% strength. While we did not take the time to try and estimate the mid range values, I expect that it would be adjusted between these two numbers based on distance. What the game does do is display the aura min damage as above and the max damage as 200% of the max damage above. Here is table for the adjusted aura values.
Code:
Skill aura damage
Level Min Max
1 1 6
2 2 9
3 3 12
4 4 15
5 5 18
6 6 21
7 7 24
8 8 27
9 10 32
10 12 37
11 14 42
12 16 47
13 18 52
14 20 57
15 22 62
16 24 67
17 27 74
18 30 81
19 33 88
20 36 95
21 39 102
22 42 109
23 45.5 117
24 49 125
25 52.5 133
26 56 141
27 59.5 149
28 63 157
29 67 166
30 71 175
31 75 184
32 79 193
33 83 202
34 87 211
35 91 220
36 95 229
37 99 238
38 103 247
39 107 256
40 111 265
41 115 274
42 119 283
43 123 292
44 127 301
45 131 310
46 135 319
47 139 328
48 143 337
49 147 346
50 151 355
51 155 364
52 159 373
53 163 382
54 167 391
55 171 400
56 175 409
57 179 418
58 183 427
59 187 436
60 191 445
61 195 454
62 199 463
63 203 472
64 207 481
65 211 490
66 215 499
67 219 508
68 223 517
69 227 526
70 231 535
71 235 544
72 239 553
73 243 562
74 247 571
75 251 580
76 255 589
77 259 598
78 263 607
79 267 616
80 271 625
81 275 634
82 279 643
83 283 652
84 287 661
85 291 670
86 295 679
87 299 688
88 303 697
89 307 706
90 311 715
91 315 724
92 319 733
93 323 742
94 327 751
95 331 760
96 335 769
97 339 778
98 343 787
99 347 796
100 351 805
Regarding MrLlamaSC video about this. https://www.youtube.com/watch?v=amvILiPCqA8
The numbers here do not fully support that the skill is the real broken part of this. It is the way these high level runewords can apply stacking skills to the players that appears to be the real problem.