Baashem
Baashem I agree with this and all @Fubsy has said. First and foremost, I have been loving the game and appreciate all of the hard work that has gone into it, and know it isn’t easy especially down to the wire.
Wanting to play this game for a long time to come is what motivates trying to gather and report back the best feedback possible. This is why such lengths were gone to in order to get detailed and dependable data related to this. I want the game to be as good as it possibly can be.
I have not done any automated parsing of any sort, and find it unnecessary, given that dps doesn’t matter and can be a very misleading angle cover.
Almost all of my feedback is based on ratios of easily observable numbers. Nothing fancy, nothing involving parsers of any kind or anything beyond the player combat windows provided to us.
With both Fishing Pole and Construction Hammer, hits in the 50-75% ish range of the maximum hit, occur at around a 25:1 - 30:1 ratio compared to the standard weapons.
If you set up a combat window like I have, where it shows only your HITS and EXP/Faction, this pattern becomes obvious.
You can also see the effects of the AC changes a little bit better with the 0 damage weapons, as more hits will land in the mid range than in the upper mid range, and the hits land in a more organic pattern.
Then there is the Savage Club vs Mothers Sorrow issue between me and @Fubsy . At the same strength level, his maximum Mothers Sorrow hit was 7 higher than mine, but his Maximum Savage Club hit was 32 higher than mine. Given that Savage Club is 32% faster than mother’s sorrow, you would expect this 4.6x damage gain to manifest into a big difference.
When we would both kill Claw Mobs, I can take the numbers from my combat window and add my mainhand hits together and offhand hits, add them together, and then divide each by this total, to get the ratio of damage done by each weapon.
It is really hard to reconcile how he could have such a big hit-dmg increase on such a fast weapon, and a small increase in a slow weapon, but still have the ratio of one to the other be right on the nose with my dmg ratio.
Again, I am not using any sort of parsers and am happy to prove that. This is not a complaint about monk dps, nor a comment about dps at all. I am not trying to be obnoxious or rude or cause a ruckus. I am trying to help you guys diagnose this problem as specifically as I can in order to make it easy to find and fix.
These issues appear to logically point to something working in an unintended way with the normalization function. It would do a good job of explaining all the odd behavior observed.
I am only being vocal about it because I want the game to have an incredible launch and be at its full potential. I know you guys are a volunteer team and I am grateful for all of the hard work, this is why I would hate to sit here on all of this information and watch you guys keep trying to balance abilities and classes with a misbehaving combat formula. It could be a lot more work to fix after the pre-ea balancing.
Thank you for all of the work, and this is the last I will publicly post about the equation and normalizer on here. If you want to DM me about it, I would be very happy to help you fix it or find a solution, or explain further.
Best of luck and I am very excited for the EA.
And shout out to my new data nerd friends I’ve made from doing all of this testing (Fubs and Baashem)