Re: Cleric Cap Buffs?!

(Buff delve)*1.25*(1+(MotA))
So far as determining the buff's value to apply Mastery of the Arcane it looks correct
I'm only uncertain where rounding occurs and in which direction

Re: Cleric Cap Buffs?!

Hi!
Realm rank also factors into it. I remember doing this calculation back in beta when we had insta RR13s and the caps were different than when I was a lowly RR5 cleric.
At least, iirc!
:hugs:
♥ Tamlan Tenderheart ♥

Re: Cleric Cap Buffs?!

easytoremember wrote:
Wed 23 Dec 2020 12:06 AM
(Buff delve)*1.25*(1+(MotA))
So far as determining the buff's value to apply Mastery of the Arcane it looks correct
I'm only uncertain where rounding occurs and in which direction
Down

Re: Cleric Cap Buffs?!

romulus wrote:
Wed 23 Dec 2020 12:49 AM
Hi!
Realm rank also factors into it. I remember doing this calculation back in beta when we had insta RR13s and the caps were different than when I was a lowly RR5 cleric.
At least, iirc!
:hugs:

so the caps with higher RR are different from
-specs: playerlvl * 1,25 * 1,5 = 93
-base: playerlvl * 1.25 = 62

Did not know that, just RR8 on my clerc and as far the calculation seems to be correct (at least for me) and I max at 155

Re: Cleric Cap Buffs?!

No, Base 62 and spec 93 is the Cap, RR has nothing to do with it. Combined 155 obviously. (for Players, pets is a different matter)

Checked your tables, and they seem to correctly illustrate at which points, of MoArc, the cap is reached.

Re: Cleric Cap Buffs?!

RR has to do with buff-values of base-buffs insofar that it effects the buff-line skill of the caster.
The factor of 1.25 given by posters above is not constant but something like this:
effectiveness_factor = min(1.25, 0.75 + (buff_skill - 1) * 0.5 / buff_lvl)

i.e. you need a combined skill of buff_level+1 to utilize all the 1.25*delve_value potential

Re: Cleric Cap Buffs?!

chewchew wrote:
Thu 24 Dec 2020 6:56 PM
RR has to do with buff-values of base-buffs insofar that it effects the buff-line skill of the caster.
The factor of 1.25 given by posters above is not constant but something like this:
effectiveness_factor = min(1.25, 0.75 + (buff_skill - 1) * 0.5 / buff_lvl)

i.e. you need a combined skill of buff_level+1 to utilize all the 1.25*delve_value potential

thx gonna factor that into it and prolly gonna make a google spreadsheet

Re: Cleric Cap Buffs?!

chewchew wrote:
Thu 24 Dec 2020 6:56 PM
RR has to do with buff-values of base-buffs insofar that it effects the buff-line skill of the caster.
The factor of 1.25 given by posters above is not constant but something like this:
effectiveness_factor = min(1.25, 0.75 + (buff_skill - 1) * 0.5 / buff_lvl)

i.e. you need a combined skill of buff_level+1 to utilize all the 1.25*delve_value potential

So I put up all as a google docs sheet
https://docs.google.com/spreadsheets/d/1r1Zr_ZA8tDPfxpl3aVGbwzpBvS5vPCp9c-q2eoSloKQ/edit#gid=511095571

If my clerc is only 30 Buffs + 11 Items + 0 RR he would have a total of 41 in buffs,
meaning it would result for red dex according to your formula in 1,17 delve and for yellow dexx in 1,28.

So if I take min(1,25; 1,17) the red dex would have a lower cap than the yellow dex cuz afaik the cap is buffed player lvl (50) * delve

Re: Cleric Cap Buffs?!

Dreloc wrote:
Sun 27 Dec 2020 6:15 PM
So I put up all as a google docs sheet
https://docs.google.com/spreadsheets/d/1r1Zr_ZA8tDPfxpl3aVGbwzpBvS5vPCp9c-q2eoSloKQ/edit#gid=511095571
nice sheet, helpful for finetuning moa spec!

Dreloc wrote:
Sun 27 Dec 2020 6:15 PM
If my clerc is only 30 Buffs + 11 Items + 0 RR he would have a total of 41 in buffs,
right

Dreloc wrote:
Sun 27 Dec 2020 6:15 PM
meaning it would result for red dex according to your formula in 1,17 delve and for yellow dexx in 1,28.
the min(1,25; x) is part of the formula. it will compute only the effectiveness factor which is influenced by spell-level of the buff and your buffskill and varies between 0.75 and 1.25 (for base buffs).
the real value of the buff consists of the delve value (the value taken from the spell information (in your sheet column F)) TIMES this effectiveness factor.

also the formula i gave might not be accurate. iirc for lvl50 buffs a buff skill of 50 was enough for full effectiveness on live. so the +1 in my formula is only an approximation of some rounding. i have no idea how it is on this server here especially. so you might want to cross-check some values where rounding could occur.

Dreloc wrote:
Sun 27 Dec 2020 6:15 PM
So if I take min(1,25; 1,17) the red dex would have a lower cap than the yellow dex cuz afaik the cap is buffed player lvl (50) * delve
no, the cap value should be independent from the delve value. should only depend on player level. should be 62 for bases and 93 for specs.


TL;DR:
column D -> effectiveness factor. ranges between 0.75 and 1.25 -> already put min(1.25; x) in here
column E -> bases 62, specs 93
column F -> 'delve value'
column G -> = column F * column D

+ cross check effectiveness factor formula for at points where rounding could occur and for lvl50 base buffs (by taking off equipment with +buff for example)