RAVAGER BUG

Fistalis

New member
*Deep Sigh* - I will look at these soon.
I know this is about ravager but what about Occult metalline losing metalline after log out while your poking around in barb trees? The only known work around is reset your tree every time you log in...
 

Torc

Systems Developer
I know this is about ravager but what about Occult metalline losing metalline after log out while your poking around in barb trees? The only known work around is reset your tree every time you log in...
I wasn't able to repro so it might already be fixed (maybe in live, or maybe just in the dev branch). The text is a little confusing though, the enhancement is called "metalline" AND you get all the pentation values of a metalline weapon BUT the material tag that appears on the weapon is Byeshk. Is this actually broken or just confusing? (or both).
 

Fistalis

New member
I wasn't able to repro so it might already be fixed (maybe in live, or maybe just in the dev branch). The text is a little confusing though, the enhancement is called "metalline" AND you get all the pentation values of a metalline weapon BUT the material tag that appears on the weapon is Byeshk. Is this actually broken or just confusing? (or both).
I have all the material types listed so this may have been fixed and i was mistaken as it used to list Occult metalline on your weapon after taking it and during the fix they removed that part. I show all material types after the last enhancement reset as well as the +1 bonuses.
 

ForeverZero

Well-known member
As someone who has had one alt as a barb since the level 20 cap days, it has been sad to see enhancement after enhancement stop working. And I agree about the +W on things like slaughter not working either. It should be VERY noticeable.
Indeed 10w even at cap should be noticable with 250+ melee power but it doesn't. Thats when i really started to stop using ravager actives.
 

Jack Jarvis Esquire

Well-known member
Indeed 10w even at cap should be noticable with 250+ melee power but it doesn't. Thats when i really started to stop using ravager actives.
Hey mate. I thought I'd double check this. Rough science and I'm certainly no J1NG, but thought I'd try a wee test... ?

On my current build the difference of 10w should on average yield a 47% uptick in total weapon (slashing) damage.

Comparing 10 Slaughter hits to 50 normal hits on the dummy, excluding misses and crits, I found that my average slash damage with slaughter was 49% better with Slaughter. Furthermore, 8 out of 10 Slaughter hits were in excess of the maximum of fifty normal hits.

Now this can certainly all be better replicated and refined with larger sample sizes, but from my crude checks here, it seems to me that Slaughter is definitely adding damage and is broadly in line with what I'd expect it to add.

in short, whilst I'm more than happy to be proven wrong, I don't currently think Slaughter need be on Torc's list of Ravager things that need fixed. I think it's WAI.
 

Shambhala

Well-known member
Hey mate. I thought I'd double check this. Rough science and I'm certainly no J1NG, but thought I'd try a wee test... ?

On my current build the difference of 10w should on average yield a 47% uptick in total weapon (slashing) damage.

Comparing 10 Slaughter hits to 50 normal hits on the dummy, excluding misses and crits, I found that my average slash damage with slaughter was 49% better with Slaughter. Furthermore, 8 out of 10 Slaughter hits were in excess of the maximum of fifty normal hits.

Now this can certainly all be better replicated and refined with larger sample sizes, but from my crude checks here, it seems to me that Slaughter is definitely adding damage and is broadly in line with what I'd expect it to add.

in short, whilst I'm more than happy to be proven wrong, I don't currently think Slaughter need be on Torc's list of Ravager things that need fixed. I think it's WAI.
it's the melee power mate,

it's not slaughter, it's the laughter.
You should recive melee power after a crit.
 

Shambhala

Well-known member
Well about that, what i understand about +10w hits:
excluding all prr and mp:

Let's thing using a plain gaxe, 1d12. With let's use +5 strg mod

i belive the dmg on a single hit of a slaughter would be (11 * (1d12)) + 5
11 because 1 for the base, then +10 for slaughter.

So a single hit without would be expeting something around 6 ~ 17
and with slaughter 17~137

This is my base understanding about this since the +10w is based on the weapon not the character score, that's why i'm doing this math. But i might be wrong.
 

Shambhala

Well-known member
No it's bugged, def bugged. Looks it's something around +5w.
If the weapon is 2(1d6) (iconic handwraps) for exemplo, won't be 5(2(1d6) will be only 7d6. Not sure if is intended, since the weapon is (2 (1d6)). It's the +w or +d6 ?
 

ForeverZero

Well-known member
Yeah, I know about the Laughter MP def being broken mate. Foreverz had referenced the +w from Slaughter too though, so thought I'd best check. ??
Truthfully its been a massively long time since i ran ravager. I do recall at one point the w damage not working, i just didnt bother to check if it was in release notes in the years hence. I just assumed it was the typical "if its not a benefit to players it wont be fixxed" type deal. I'll try to take a crack at it wheb i tr to my normal build again. 10w for me at end game should be a significant damage bump. If i figure my math correctly my average should be about 660 after melee power and double strike are considered. It should def be noticable. But that might be another weel or two before i can test it unfortunately.

This is indeed worth a glance to see if I'm just senile or not. But who knows.
 

ForeverZero

Well-known member
Well about that, what i understand about +10w hits:
excluding all prr and mp:

Let's thing using a plain gaxe, 1d12. With let's use +5 strg mod

i belive the dmg on a single hit of a slaughter would be (11 * (1d12)) + 5
11 because 1 for the base, then +10 for slaughter.

So a single hit without would be expeting something around 6 ~ 17
and with slaughter 17~137

This is my base understanding about this since the +10w is based on the weapon not the character score, that's why i'm doing this math. But i might be wrong.
Whatever is in the [ and ] is considered your *weapon damage*

Lets take an attuned dino falchion;

[2d4+6]

10w would make it 10[2d4+6]

Average die roll on a d4 is 2.5 so 2d4 average is 5

Take +6 at the end of that for each die and each w is worth 11 (5+6)

10[11] = 110 base numbers just for 10w increase

Take this and do the math for your melee power and doublestrike and you can start to see the picture.

Added a legendary weapon for brevity. Since the +x at end of [] seems to confuse some people.

Also note: i only did the math for how slaughter specifically would be added not all other things like even the base w and such included. Just 10w from slaughter.
 
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Jack Jarvis Esquire

Well-known member
I agree that the delta for weapon damage in isolation should be a significant bump (my own circumstances unbuffed at end game suggests it's an average of 120 raw damage before MP etc. multiples, which is +160% for me in those terms (195 Vs 75 arising from 16.25(d12+6) Vs 6.25(d12+6))).

However, whilst the absolute differential is what it is, the % weapon damage contribution differential is in effect "diluted" in terms of total damage output (naturally excluding readily noted added effects like Dripping With Magma) by other contributions such as strength, deadly, etc.

That said, whilst the observed outputs are what they are, and definitely suggest Slaughter is making a significant contribution at some level at least, I'll recheck my expectation calculations. If they were off, then Sham's thoughts on Slaughter only providing part of what it should do might become more evident to me too. ?

EDIT: having checked the calc around expectations, the diluting factors are principally additional weapon damage (str, deadly, etc.) and secondly average sneak attack damage (including deception bonuses), which scale disproportionately with MP but don't hit the dummy every time, so there is potential for variance there. When factoring in those contributions the expected overall damage increase falls from the raw +160% to +49%. I reckon a more refined approach, for my circumstances, would be to redo the calcs and tests without sneak attack damage coming in to play, but I can't really do that without messing around with my destinies and gear etc., so I'm going to leave it at: best I can tell, on these admittedly quick and dirty tests, +10W from Slaughter looks WAI for me. ?
 
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ForeverZero

Well-known member
I agree that the delta for weapon damage in isolation should be a significant bump (my own circumstances unbuffed at end game suggests it's an average of 120 raw damage before MP etc. multiples, which is +160% for me in those terms (195 Vs 75 arising from 16.25(d12+6) Vs 6.25(d12+6))).

However, whilst the absolute differential is what it is, the % weapon damage contribution differential is in effect "diluted" in terms of total damage output (naturally excluding readily noted added effects like Dripping With Magma) by other contributions such as strength, deadly, etc.

That said, whilst the observed outputs are what they are, and definitely suggest Slaughter is making a significant contribution at some level at least, I'll recheck my expectation calculations. If they were off, then Sham's thoughts on Slaughter only providing part of what it should do might become more evident to me too. ?

EDIT: having checked the calc around expectations, the diluting factors are principally additional weapon damage (str, deadly, etc.) and secondly average sneak attack damage (including deception bonuses), which scale disproportionately with MP but don't hit the dummy every time, so there is potential for variance there. When factoring in those contributions the expected overall damage increase falls from the raw +160% to +49%. I reckon a more refined approach, for my circumstances, would be to redo the calcs and tests without sneak attack damage coming in to play, but I can't really do that without messing around with my destinies and gear etc., so I'm going to leave it at: best I can tell, on these admittedly quick and dirty tests, +10W from Slaughter looks WAI for me. ?
While i do agree that in overall dps its not likely noticable since sneak attack for instance scales with 150% melee/ranged power.

If thats true its working thats nice! I'll try and do tests when i tr again.

Imo only really use slaughter if it works anyway for the 10w if you use it with adren. Ddo is a multipliers setup. Depending on what weapon i can truely seeing the two paired together for a decent uplift in boss dps if you can time it well with adren.

Though I've pretty much always just used great leveler or something for cc since im usually shortmanning with no real dedicated cc.
 

Jack Jarvis Esquire

Well-known member
I use Slaughter infequently with Adren, generally preferring to couple that with Boulders Might, which I find gives slightly bigger numbers at 5w and 2 crit. That said I think using BM in isolation and coupling Slaughter with Adren is probably the more optimal chain of progression overall (but less fun! ?).

Be interested to see what your tests reveal when you get a chance. As I say, mine are pretty rudimentary! ??
 

ForeverZero

Well-known member
I use Slaughter infequently with Adren, generally preferring to couple that with Boulders Might, which I find gives slightly bigger numbers at 5w and 2 crit. That said I think using BM in isolation and coupling Slaughter with Adren is probably the more optimal chain of progression overall (but less fun! ?).

Be interested to see what your tests reveal when you get a chance. As I say, mine are pretty rudimentary! ??
Gotcha i completely forgot bout boulders might. Haven't been able to use it in ages since animal form. 2 mult is better hands down

Edit; i think i use fast and furious its just weird using a charge moat the time.
 

Shambhala

Well-known member
I agree that the delta for weapon damage in isolation should be a significant bump (my own circumstances unbuffed at end game suggests it's an average of 120 raw damage before MP etc. multiples, which is +160% for me in those terms (195 Vs 75 arising from 16.25(d12+6) Vs 6.25(d12+6))).

However, whilst the absolute differential is what it is, the % weapon damage contribution differential is in effect "diluted" in terms of total damage output (naturally excluding readily noted added effects like Dripping With Magma) by other contributions such as strength, deadly, etc.

That said, whilst the observed outputs are what they are, and definitely suggest Slaughter is making a significant contribution at some level at least, I'll recheck my expectation calculations. If they were off, then Sham's thoughts on Slaughter only providing part of what it should do might become more evident to me too. ?

EDIT: having checked the calc around expectations, the diluting factors are principally additional weapon damage (str, deadly, etc.) and secondly average sneak attack damage (including deception bonuses), which scale disproportionately with MP but don't hit the dummy every time, so there is potential for variance there. When factoring in those contributions the expected overall damage increase falls from the raw +160% to +49%. I reckon a more refined approach, for my circumstances, would be to redo the calcs and tests without sneak attack damage coming in to play, but I can't really do that without messing around with my destinies and gear etc., so I'm going to leave it at: best I can tell, on these admittedly quick and dirty tests, +10W from Slaughter looks WAI for me. ?
I strongly to suggest to test this raw. No itens, just a weapon and enchancements.

Create a iconic with no gear, no sneak attack and no melee power. Just raw for calculations. That's how i'm testing. I'm eveng using a single weapon for make this less complicated. No weapon mod or str mod.

This is how i tested and proved that slaughter is only giving +5W
 
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