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[Math] 3) Maledict Damage

Posted 08-03-2012 at 07:20 PM by KuroNeko



I've been meaning to do this one for quite some time.


Step 1) The DPS
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Maledict deals dps every second, but heroes have natural regeneration. So the net dps of maledict is (dps-r), health regen of the target subtracted by the damage per sec of maledict (5/10/15/20 magic damage).

tick dmg = (dps-r)

Heroes also have magic resistance; I'll use the default 25% (so remember that numbers will be different if the enemy has a hood or something).

tick dmg = (.75dps-r)

Therefore, in a four second interval, maledict will deal four times that, or (3dps-4r). Because there are three of these intervals, the total damage dealt by the dps comes out to (9dps-12r).

net dps dmg = (9dps-12r)
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Therefore, the dps portion of maledict will yield the following damage:

lvl1: 45 - 12r
lvl2: 90 - 12r
lvl3: 135 - 12r
lvl4: 180 - 12r

...but these numbers don't mean much. You'll see why later.

Step 2) Intervals
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Now's the time to don your thinking cap.

There are three intervals of maledict, interval 0-4, interval 4-8, and Interval 8-12. I will call these intervals intervals A B and C.

The amount of hp missing from a target is determined by two things: the damage you and your team deal to the target (from attacks, dagon, whatever), and then the dps portion of maledict.

At 0 seconds, maledict is cast.

Yada yada.

At 4 seconds, damage dealt in Interval A is "amplified" 40%. At 8 seconds, that damage is amplified another 40%. At 12 seconds, another 40%.

Damage dealt in Interval B is amplified 40%. And another 40% at 12 seconds.

Damage dealt in Interval C is amplified 40% once at 12 seconds.
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Which yields the following:
Net Damage = A(1.4^3) + B(1.4^2) + C(1.4)

But heroes have spell resistance, again 25%, so the formula is more like:

Net Damage = A(1.3^3) + B (1.3^2) + C(1.3)

Step 3) Adding Them Together
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Because the dps portion of maledict is also amplified, the next step would be to factor that in to the net damage formula.

Net = A(1.3^3) + B(1.3^2) + C(1.3)
Net = A(1.3^3) + B(1.3^2) + C(1.3) + (3dps-4r)(1.3^3) + (3dps-4r)(1.3^2) + (3dps-4r)(1.3)
Net = A(1.3^3) + B(1.3^2) + C(1.3) + (3dps-4r)

And now to simplify. This is also where the numbers get longer and less pretty. For those of you scared of numbers, avert your eyes.

Net = A(2.197) + B(1.69) + C(1.3) + (2.197+1.69+1.3)(3dps-4r)
Net = A(2.197) + B(1.69) + C(1.3) + (2.197+1.69+1.3)(3dps-4r)
Net = A(2.197) + B(1.69) + C(1.3) + 5.187(3dps-4r)
Net = A(2.197) + B(1.69) + C(1.3) + 15.561dps - 20.748r
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The level 4 maledict formula comes out to be the following:

lvl4 = A(2.197) + B (1.69) + C(1.3) + 311.22 - 20.748r
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Please note that because of the way I factored in spell resistance, it's less of how much "damage" the spell deals, and more of how much hp the target will be missing after maledict is done.
Step 4) Plugging In Numbers
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Technically I'm done here but let's plug in some reference points anyway. Note that, if you want to plug in a magic damage spell e.g. dagon, you will still have to calculate damage after magic resistance. So instead of inputting 400, you input 300.

I'll assume the target has 1.5 hp regen, which is ~37 str or ~850hp by the time you would get a dagon.

lvl4 = A(2.197) + B (1.69) + C(1.3) + 311.22 - 20.748r
lvl4 = (300)(2.197) + 311.22 - 20.748(1.5)
lvl4 = (300)(2.197) + 311.22 - 20.748(1.5)
lvl4 = 659.1 + 311.22 - 31.122
lvl4 = 939.198
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Therefore, a lvl4 maledict + dagon will leave the target around 940 hp less than they were prior.

*940 hp less, at ~37 str
*930 hp less, at ~50 str
*920 hp less, at ~64 str
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Here's a quick estimate formula for maledagon.

HP Removed = 970 - 20x - 20y
x = (every 25str they have e.g. 75str is 3)
y = (every 1 hp regen e.g. RoR is 2)

Even someone with 100str and vanguard regen would take a net loss of 770 hp from maledagon, so these numbers are still fairly high.
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If you can manage to cask them and get two hits in for around 50 after armor reductions each, it'll "hit" for:

hp removed = (100+300)(2.197) + 311.22 - 31.122
hp removed = (400)(2.197) + 311.22 - 31.122
hp removed = 878.8 + 311.22 - 31.122
hp removed = about 1158.90 hp

Conclusion: those extra hits really help too :3
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By itself without any added damage, maledict lvl4 will kill anyone under (311.22 - 20.75r) hp.

Conclusion: This is what you should take home with you. Maledict can deal a hell of a lot, but be sure to mind the hp regen of the target. Maledict lvl4 is actually equivalent to a 219.7% damage amplification spell in Interval A; 169% in Interval B; 130% in Interval C. This is, of course, dependent on the following though!: that the target doesn't get more magic resistance, that the target doesn't heal itself, that the target doesn't go invul, that the target doesn't teleport back to the fountain, etc.

Thank you for reading, and have fun playing Witch Doctor
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