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Difference between revisions of "Talk:Game Mechanics"
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Something isn't QUITE right here. My level 19 monk was OCCASIONALLY hitting for 29 and 30, with a [[Staff of Battle]], and when he dinged to 20, hit for 61 through 68 (albeit not often). | Something isn't QUITE right here. My level 19 monk was OCCASIONALLY hitting for 29 and 30, with a [[Staff of Battle]], and when he dinged to 20, hit for 61 through 68 (albeit not often). | ||
+ | At level 24, the same monk is routinely hitting for well over 60, into the 100+ range. |
Revision as of 22:22, 23 June 2018
There is way too much information on this article.
I'm going to work on thinning it out and providing links to the specific game mechanics if people want more detailed information.
In my opinion this article should be a short overview of game mechanics and if people want more detailed information on formulas or what not should go to that specific game mechanics article for discussion.
Jado818 19:29, 6 March 2012 (UTC)
Contents |
Consider Color Scalings with Level
Character Levels 7 - 12 -4 and below Green - looks like a reasonably safe opponent Character Levels 13 - 14 -6 and below Green - looks like a reasonably safe opponent -4 and -5 Blue - looks like you would have the upper hand
This doesn't seem right... according to this math at 13 a level 8 mob would be blue while at 12 it would be green.
Procs Per Minute
This section doesn't make any sense. First it says the system adjusts the proc change to fit a procs per minute target, then is presents a DEX-based formula to determine the procs per minute. Those two things are seemingly at odds with each other.
"The pie analogy is wrong!"
This needs to be discussed and cited --Mrquincy (talk) 21:00, 30 January 2018 (UTC)
Damage Caps
Something isn't QUITE right here. My level 19 monk was OCCASIONALLY hitting for 29 and 30, with a Staff of Battle, and when he dinged to 20, hit for 61 through 68 (albeit not often). At level 24, the same monk is routinely hitting for well over 60, into the 100+ range.