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Creature/Humanoid Damage Test - Cyrene Edition

Agis

Well-Known Member
Ok all you people out there who test for entropedia, heres a job for you. Over the next week or so I will be testing every creature/humanoid on Cyrene for damage types. I will post the cost in decay down to the 0.x pec.

The Armor i will be using is Phantom and the Plates are 5D - it would be nice to post your results on what damage types these mobs produce from my readings to the Cyrene community. We will go over every mob including boss mobs on Cyrene.

0test.jpg



Let the decay begin :)

L46 Dominant Empis Wasp - 1250HP
L26 Young Empis Wasp - 850HP
5D - 0.00pec , Armor - 2.05pec

L79 Alpha Tide Claw - 7500HP
5D - 0.82pec, Armor - 3.44pec
L7 Mature Tide Claw - 500HP
5D - 0..73pec, Armor - 1.19pec
L3 Young Tide Claw - 250HP
5D - 0.35pec, Armor - 0.99pec

L36 Majestic Sea Wraith - 900HP
5D - 0.26pec, Armor - 2.15pec

L32 Dominant Sky Wraith - 750HP
5D - 0.26pec, Armor - 3.70pec
L14 Young Sky Wraith - 250HP
Armor - 3.02pec

L46 Ravaging Living Vortex - 1000HP
5D - 0.26pec, Armor - 2.49pec

L14 Duster Worker - 700HP
5D - 0.26pec, Armor - 1.01pec

L10 Old Alpha Zeladoth - 300HP
5D - 0.89pec, Armor - 2.15pec

L9 Mutated Dire Plant - 300HP
5D - 0.26pec, Armor - 0.99pec

L41 Advanced Skyshatter - 2000HP
5D - 0.00pec, Armor - 4.23pec

L10 Drill Bot 1001 - 300HP
5D - 0.00pec, Armor - 2.56pec

L63 Guardian Mang Chang - 2000HP
5D - 0.26pec, Armor - 5.80pec
L32 Young Mang Chang - 1600HP
Armor - 3.83pec

L8 Young Horned Bird - 220HP
5D - 0.26pec, Armor - 0.99pec

L2 Swamp Lurker Prime - 150HP
5D - 0.26pec, Armor - 0.99pec

L61 Rhyncho Bird - 4800HP
5D - 0.26pec, Armor - 2.26pec

L40 Fenris Elite Guard - 3100HP
5D - 0.26pec, Armor - 4.50pec

L26 Imperium Grunt Female - 1200HP
5D - 0.26pec, Armor - 4.04pec

L7 Mature Dire Weed - 400HP
5D - 0.26pec, Armor - 0.99pec

L5 Ridged Tree Dragon - 400HP
5D - 0.26pec, Armor - 0.99pec

L4 Adult Merefolken - 150HP
5D - 0.82pec, Armor - 0.99pec

L14 Zeladoth Alpha - 500HP
5D - 0.26pec, Armor - 1.51pec

L69 Red Molten Golem - 1750HP
5D - 0.37pec, Armor - 1.44pec

L65 Old Flesh Ripper - 1200HP
5D - 0.26pec, Armor - 5.02pec

L48 Muck Jaw Alpha - 2450HP
5D - 0.26pec, Armor - 5.80pec

L8 Mutated Jellyworm - 250HP
5D - 0.26pec, Armor - 0.99pec

L10 Young Skull Bird - 240HP
5D - 0.00pec, Armor - 1.04pec

L22 Strong Zyn'Dos Scout - 720HP
5D - 0.26pec, Armor - 1.92pec

L70 Old Stalker Panleon - 1760HP
5D - 0.26pec, Armor - 6.42pec

L48 Young Rhino Beetle - 3500HP
5D - 0.26pec, Armor - 3.83pec

L99 Wiles - 4500HP
5D - 0.26pec, Armor - 2.26pec

L43 Skreel - 2000HP
5D - 0.26pec, Armor - 5.35pec

L39 Horned Whisker Fish - 900HP
5D - 0.26pec, Armor - 2.26pec

L25 Stalker E1706 - 700HP
5D - 0.26pec, Armor - 4.84pec

L6 Crystal Pede - 200HP
5D - 0.26pec, Armor - 0.99pec
L17 Crystal Engorged Pede HP1000
Armor - 3.56pec

L3 Soldier Scout Bot - 100HP
5D - 0.00pec, Armor - 0.99pec

( to be continued )

cheers:)

Agis
 

Chris Spencer Schmidt

Active Member
Mh I do not understand what is supposed to bring? It has not any your armor. Is not it also important to know what level the mob or with what weapon to do damage?
 

Agis

Well-Known Member
Mh I do not understand what is supposed to bring? It has not any your armor. Is not it also important to know what level the mob or with what weapon to do damage?

Its decay stats for the wiki guys , to determine what type of damage (penetration/cut/stab/acid/cold) etc.. the creature/humanoid does, so we know which type of armor is needed to hunt these mobs.
 

Kitten

New Member
FYI different maturity levels of mob CAN do different damage mixes though I doubt any of the cyrene ones had that kind of modifications done to them.
 

008

Member
Ah, now we are talking :) .. Nice initiative Agis, I have been slowly adding a few things here and there as i discover them to Entropedia and have thought of starting a log of sorts to let the community know when i update things on there. maybe i will run a list of the things i have added recently to start.

On topic specifically, .. The first and most important thing to do when researching mob statistics is to get just the damage range down first.. afterwards, it becomes much easier to test for damage types. also what Kitten wrote is true in some cases as well, and we need to know the overall damage range of the mobs in order to pick up if and when a new damg type is happening. In other words, we need to know the damage range of the mob so that we can equip armor and know what to expect as far as protection and damage received.

And also, Agis you have to specify the maturity of the mob your are testing against as well.

The way I have been doing it ,you don't need the decay factors much at all, although some do it that way, but rather get the full damg range nailed down first then start equipping difft combos of armor and plates to see what protections are valid (Full sets of armor and plates really is a must here).

For instance, the latest mob i had been testing was the drill bot, it does 22.5 - 45 damg naked and i am recieving 17 protection wearing Ankitus + 5a. This combo gives 12 impact and 5 burn or Stab. So I have it down to Drill bots doing Impact and Burn or stab. I havent gotten around to testing w. a set of 6a plates yet but that is all that will be needed to confirm if it is doing stab or burn.

After you have the full damage range down as well as the Damage types down .. then you can start working on the damage distributions in %

I will add any related info i find out later as i adventure on ;)

~008 :beerchug:
 

jetsina

Active Member
VERY NICE initiative Agis! I still don't understand the fine workings of protection, but isn't the 5D simply taking its minimum decay most of the time in the examples (showing cut or stab if affected, but not which or how much)?
Wouldn't a different plate be more useful that doesn't have both cut and stab at 2 to identify the difference more easily?
It's just an idea, as I admit to not fully understanding decay - but just trying to be helpful :)
 

Agis

Well-Known Member
VERY NICE initiative Agis! I still don't understand the fine workings of protection, but isn't the 5D simply taking its minimum decay most of the time in the examples (showing cut or stab if affected, but not which or how much)?
Wouldn't a different plate be more useful that doesn't have both cut and stab at 2 to identify the difference more easily?
It's just an idea, as I admit to not fully understanding decay - but just trying to be helpful :)

Im sure one of the wiki people might answer this better, but was told 5D plates are a good test plate with either ghost or phantom, because it accounts for all types of damages, and each damage with 5D has a unique point count, no damage is identical.

6 points of Penetration
25 points of Impact
18 points of Burn
24 points of Cold
17 points of Cut
16 points of Stab
1 point of Shrapnel
7 points of Acid
11 points of Electric

as you see no damage points identical so great for the wiki guys who know the disected dmg amounts right down to the one point.

Would love to know the formula the wiki guys have of working out the % of damage.

cheers:)
 

jetsina

Active Member
Ah right, in combination with the main armour - I see :) I thought maybe more info could be teased out of each part, but if the combination covers all damage types with different total damage for each then that is pretty good for analysis I guess. TY :)
 

008

Member
Ok, I see that you got 0 decay on the 5d on Drill bots, as it offers stab but not burn that's perfect. I will update Entropedia and set drill bot damage types to 50% impact and 50% burn to start off (It can be fine tuned later on or at any time)

About the rest of your data, you are hitting your minimum decay often...

For those who don't know there is an easy formula to calculate minimum decay on armor and platings:

Minimum decay = Sum of protection points/100 = decay in pecs

Ex. Your 5d offers 26 total protection points, 26/100 = 0.26 pecs minimum decay, basically anything below 7 damage received will enact min decay rule on the 5D

Your Phantom offers 99 total protection.. 99/100 = 0.99 pecs min decay, anything below 16 damg is min decay on Phantom

I do not know the formula used by the ones who use decay stats to decipher damg % types but the good new is it is automated in Entropedia for us :)

If you go to Entropedia's armor adviser and add your armor and plates to the windows and then play with the total damage info and associated damg types (No need to even select a mob for this) you can see the decay you will receive based on the damage absorbed. keep changing the total damage and damage types until you find a match for the decay you got.

We still need a strong initiative to get all mobs damage range info updated. For anyone that wants to help: a mobs damage works in the same way our weapons do in that they do a 50% - 100% damage range. so it is merely a process of narrowing down the damage received.. Ex. a mob doing 30 damage cannot hit for 14 damage (below 50%, lowest possible hit will be 15 on a 30 damage mob). This can be done by anyone, no special gear or formulas needed. If anyone wants, they can post their info to this thread and I will add it to Entropedia for you.

Hope this helps,

~008
 

Kerham

New Member
Just don't try to test the swamplurkers. At least the Mutant is bugged for now (20-70 dmg naked) or it is intentionally not following the 50-100% rule. Also the Poison maturity has awkward damage pattern, but it might be some acid damage there which the Ravenous don't use.

For drillbots it has to be indeed some burn (15-20 dmg sometimes over adj pixie+2a).

Don't have time to actually test on regular basis, I hunt when I login usually, but every now and then I'll pop up if I find something.
 

Agis

Well-Known Member
theres no 50% - 100% damage on Cyrene, its different here. Some mobs have special damage properties, you just have to be prepared for it - Mutant Swamplurker will probabaly be balanced to its damage/HP ratio next VU.

In the process atm of balancing mobs correctly damage to HP, I will be starting a thread tonight for the up and coming VU all based on balancing the creatures hit points to the damage it makes and the Level it is.

By the way ive cleared the Ryancho Bird spawn for the moment so players can hunt young horned bird, but ryancho dont agro so leave them alone and they will leave you alone, Ill be addressing the Swamplurker Prime in that area to reduce latency issues there for next VU.
 

008

Member
Agis, there certainly is 50%-100% damage on Cyrene, the only thing that is "different" is that some mobs on Cyrene have 2 (or more ) different attacks. These mobs are more the exception than the norm as well, certainly not all mobs on Cyrene are doing multiple attack types.

All of the various attacks are still going to follow the 50%-100% rule. These are not special damage properties as you say, they are merely a secondary attack (much like the Rextelum have on Caly) that are often different damage types as well. Fairly sure, if you watch the attack animations they will differ and you will be able to spot when one attack is happening or the other and both will need to be tested for the full range (tricky but surely not impossible).

~008
 
I tested the perslain weed.. I found that it hits mostly with acid and maybe a bit of impact.. sounds odd I would have though burn and acid.. that range of dmg .. i am not sure but I am sure of acid.. I have tested many different armor types to reduce the dmg type. My best guess at this time is 90% acid.. good luck guys with test, I use entropedia often and appreciate the work done there :thumbup:
 

008

Member
L26 Young Empis Wasp - 850HP
5D - 0.00pec , Armor - 2.05pec

2.05 decay is equivalent to 34.5 damage absorbed.. Since there is no decay on the 5D, we rule out cut, stab, cold. pen, and acid. This leaves us with Impact, Burn, and Electric (and the 1 shrapnel lol) ... Burn and Electric together can only absorb 29 so that's ruled out..
You are looking at Imp + Burn , or Imp + Electric or all 3 together at this point..

Agis, can u run another test on them using some 6a (burn) or 6b (imp + elec) to see what we get?

~008 :beerchug:

I will start to slowly get through this list :)
 

008

Member
L79 Alpha Tide Claw - 7500HP
5D - 0.82pec, Armor - 3.44pec ~ 17.2 damage absrobed on the 5D, 50.2 damg absorbed on on the Phantom

L7 Mature Tide Claw - 500HP
5D - 0..73pec, Armor - 1.19pec ~ 15.75 damg absorbed on 5D, 21.75 damg absorbed on Phantom

L3 Young Tide Claw - 250HP
5D - 0.35pec, Armor - 0.99pec ~ 8.75 damg absorbed on 5D, Minimum Decay on the Phantom (<16 damg)


Interesting: The only way to get 17 damg absorbed on the 5D is to have Cold + Acid or Penetration involved.
Also, a much bigger spread in damg on that Alpha than the other 2 maturities, possibly could have an added damg type there.

Well we are definitely seeing some healthy Cold damg for sure, as well as either Acid or Penetration ( If Pen, must also be some Cut and/or Stab involved)

Quite surprised by the Cold damg personally but this is why its great to test things ;)

Next step for these would be to try and isolate Acid and Penetration, as well as Isolate Cut and Stab. Looks like the bigger ones at least are doing some Impact, and likely could be the case for all of them.

Best guess atm on these is Cold (for sure) + Pen + Stab/Cut + Impact (at least on the bigger ones..)

Matures do 30 damg (15-30) so anyone wanting to contribute can try to isolate some of those mentioned damg types and see what kind of damg you take through the armor.

:beerchug:
~ 008
 

Agis

Well-Known Member
Well persus is close to useless on the bigger ones (Provider +, will try aquilla today) I will do certain more tests, but organising for submission for next VU atm so pretty busy.
 

008

Member
Update: Did some field testing today on the Tide Claws... Nearly certain they have a damage distribution of 2/3 Cold and 1/3 Impact.

Notes:
  • Apparently the decay algorithm used in Entropedia's Armor Adviser is a bit off and the problem probably scales with more damage absorbed. It can still be useful but i will have to be careful in the analysis. I will ask around to see if anyone knows more about this..
  • Testing was done on Young and Mature Tide Claw only
How I Tested It: For anyone interested on how to test Mob damage properties, I will show the process I used to figure out the damage distribution
  • Verified damage on young Tide claw to be 15 (7.5-15) and mature Tide Claw to be 30 damage (15-30)
  • Ankitus +5a was giving me 10 protection points. Both armor and plates decayed so Impact and/or Cut involved.
  • Removal of 5a plates from Ankitus lost me 5 protection points (It would have been 4 if it was Cut) Cut and Stab ruled out
  • added Imperium plating to Ankitus and got 1 additional protection point (Impact verified, Penetration ruled out)
  • Confirmed cold damage with Ozpyn cold protector plate
  • At this point I was sure that 5 of the 15 damage received was Impact (1/3 or 33%)
  • Goblin only protected me 5 points (Acid ruled out, and no more than 5 impact confirmed)
  • Adj. Pixi protected me 9 points (5 impact plus the 4 cold offered. Electric ruled out)
  • Kobold got me all 1.0 hits against youngs as it has 12 cold protection this confirms the rest of the damage besides Impact was Cold
  • Kobold against Claw mature protected me for 22 points. This confirms the 2/3 cold and 1/3 Impact ratio as they do 30 damage and even though Imp + Cold on kobold = 25 (13 imp, 12 cold), I only was getting 22 protection (1/3 of 30 damage is 10 impact and 2/3 is 20 cold) thus the extra 3 impact protection was not getting used and indeed was taking damage up to 8.
Unless the larger maturities are adding in an additional damage type, I am considering this one solved :)

I will update Entropedia accordingly

~008
 
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