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Experiment 180 Yul skill enchant - Power or Break?

Discussion in 'Archived experiments' started by Palkah, Dec 4, 2018.

  1. Palkah

    Palkah User

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    [​IMG]
    Goal: to see how effective are Yul's Break and Power skill enchants, and to see in which situations one is better than the other.

    During the experiment, a Yul 110 was hitting an Aeore 110 with no passive skills. The skill used was https://l2wiki.com/Quick_Shot_-_Yul_Moonlight_Sentinel in 3 variants:
    -Clean, meaning no enchant option
    -Power, meaning +20 Power skill enchant (Increases Skill Power by 20%)
    -Break, meaning +20 Break skill enchant (Increases Power of ignoring target's P. Def. by 12.4%)

    Different setups were tested, in order to see damages with different P.Atk, P.Def, extra Skill Power, PvP Damage Bonus, PvP Damage Reduction etc.

    The raw data can be seen in the table below:
    [​IMG]
    The columns "Damage Bonus % Power" and "Damage Bonus % Break" describe how much more damage is dealt with Power and Break enchants compared to a clean skill.

    Quick answer: Break is better than Power for Quick Shot and Pinpoint Shot. Always. Break is better than Power for other Yul skills when your character's P.Atk is high enough

    Explanation:
    As we can observe in the table, the Power enchant is less and less effective when we increase our archer's P.Atk. This is because damage is calculated using a sum (with factors) of [base skill power] and P.Atk, and all the other bonuses and penalties are later applied to that sum, something like this:

    (a*[base skill power] + b*[P.Atk])*bonuses*penalties (this formula is just an idea)

    so in the case of https://l2wiki.com/Quick_Shot_-_Yul_Moonlight_Sentinel Level 11:
    (a*[43077] + b*[P.Atk])*bonuses*penalties

    The "Power" enchant simply increases [base skill power], so in our case it increases 43077 by 20%:
    (a*[43077*1.2] + b*[P.Atk])*bonuses*penalties = (a*[51692] + b*[P.Atk])*bonuses*penalties

    This means that when we increase our P.Atk, the first part of equation a*[51692] stays the same, and doesn't scale with P.Atk. It is also important to clarify: "Power" enchant has NOTHING to do with a statistic called "P. Skill Power" (like here https://l2wiki.com/Hunting_Instinct_-_Yul_Moonlight_Sentinel ), the second stat is in the "bonuses" section and scales nicely with everything.

    As for the "Break" enchant: the +20 Break (ignoring 12.4% of P.Def) gave ~20.7% more damage, and the bonus was independent of P.Atk, P.Def, Skill Power, PvP Damage Bonus or PvP Damage Reduction.

    Comparing the two enchants, we can see that Power enchant was never even close to being as effective as Break. This will be true for any enchant value of your skills.

    [EDIT]
    Per commenters' requests, extra testcases were added, one with Quick Shot, and two with https://l2wiki.com/Tornado_Shot_-_Yul_Ghost_Sentinel because it does not have the native 30% P.Def Ignore effect, like https://l2wiki.com/Pinpoint_Shot_-_Yul_Ghost_Sentinel or https://l2wiki.com/Quick_Shot_-_Yul_Ghost_Sentinel. These tests are numbered 21, 22 and 23.

    Additional explanation:

    Test 21: Skill was changed from Quick Shot to Tornado Shot to remove the 30% P.Def Ignore effect. Apparently for the chosen value of P.Atk, the Power enchant was slightly stronger, but keep two things in mind: a) the damage formula is the same, so increasing P.Atk will still lower the effectiveness of this enchant route, same as with Pinpoint Shot, meaning it will fall below Break very quickly b) Break enchant will always give the same ~14.5% bonus to damage on all of the skills except Pinpoint and Quick Shot, where the bonus is ~20.7%

    Test 22: Target was changed to a monster to see if the same values are true in PvE for Tornado Shot. No surprise there: the formula is the same, so the values of the bonus stay the same. Keep in mind that these bonuses work the same no matter the target's P.Def.

    Test 23: Same target monster, skill was changed back to Quick Shot, to confirm if it's bonuses are the same as in Test 1. They were. This means that Power and Break enchant routes work the same in PvE as in PvP

    Short summary:
    -Break will always give you ~20.7% bonus for Pinpoint and Quick Shot, and ~14.5% bonus for other skills (AoE, Tornado Shot etc.), no matter your stats
    -Power will always give less bonus for Pinpoint Shot and Quick Shot
    -Power will give more bonus than Break on other skills when character's P.Atk is very low, but it's bonus will be less and less when P.Atk grows. This applies to buffs, so casting a Rhapsody or any P.Atk buff immediately decreases the effectiveness of this enchant
     
    Last edited: Dec 7, 2018
    Oscar likes this.
  2. Takanodan

    Takanodan User

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    Can you add the skill crit rate on this test, with different setups as well?
    Pom and no pom, 101 skill and no 101 skill, to see if break still has more dps overall, or just more burst
     
  3. Palkah

    Palkah User

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    You mean the Focus enchant? I'm 100% sure that it multiplies your Skill Crit Rate by 1.2. We might have doubts if my SCR calculator is correct due to different results on PTS and from live players, but that one fact was confirmed in both cases, so we can take it for granted. With that knowledge, we can do some fun calculations:
    Let's assume we have PoM, https://l2wiki.com/Counter_Instinct_-_Yul_Ghost_Sentinel, and https://l2wiki.com/Warrior's_Ring, and in this setup, with a clean skill, we deal 10k damage without crit. To simplify let's skip all the APs and Passives increasing Skill Crit Damage.
    A crit would deal [10000]*2*1.25*1.25*1.15 = 35937.

    If we apply Break enchant to both of these, we get:
    [10000]*1.207 =[12070] for a regular skill and
    [35937]*1.207 = [43375] for a critical hit with that skill.

    Both with clean skill and Break skill, crit deals 3.6x more damage than a non-crit (in our setup). I think what you really wanted to know is "if I use 2 skills in a row, or 3 skills in a row, which enchant (Focus|Break) gives me statistically more overall damage?".

    With two skills in a row, we have 4 possibilities:
    1. regular + regular => 20000 or 24140 damage
    2. regular + crit => 45937 or 55445 damage
    3. crit + regular => 45937 or 55445 damage
    4. crit + crit => 71874 or 86750 damage

    Let's join 2 and 3 together since we don't care if we crit first or second hit.

    The answer obviously depends on your Skill Crit Rate, but let's just draw some graphs with a chance of each event to help us:
    [​IMG]
    [​IMG]

    BTW these graphs will be true for every setup you can dream of.

    To answer the question of "which is better", you'd need to check your SkillCritRate without Focus enchant, on whatever setup you're interested in, and analyze it like this:
    Let's say you have 60% rate before Focus.

    With Break enchant you have:
    ~16% to deal 24140 damage
    ~48% to deal 55445 damage
    ~36% to deal 86750 damage
    We can't calculate Damage Per Second with that, but we can calculate "average damage of two consecutive skill casts" for this particular setup, with a simple operation:
    0.16*[24140] + 0.48*[55445] + 0.36*[86750] = 61706

    With Focus enchant you have:
    ~8% to deal 20000 damage
    ~40% to deal 45937 damage
    ~52% to deal 71874 damage
    Your "average damage of two consecutive skill casts" would be for this particular setup:
    0.08*[20000] + 0.4*[45937] + 0.52*[71874] = 57349

    Let's draw a graph of "average damage of two consecutive skill casts" for this particular setup:
    [​IMG]

    The lines are parallel, so for this gear/buffs setup, Break will always be better "on average".

    I've tried to find a case when Focus>Break but it seems there are no solutions, no matter the setup, unless I'm doing something wrong due to being tired :|

    If you meant Skill Crit Damage, then it's the same story: no matter what you do, +20 Break will give you 20.7% more damage, both on regular skills and on Crits.
     
    Last edited: Dec 4, 2018
  4. PrideBrasil

    PrideBrasil User

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    u can apply queueing theory to get λ(dmg per second) once you determine a time interval. like ur archer hits another toon for like 1minute. so u sum the the amount of dmg made in 60 seconds.

    a=amount of dmg, t=the observation interval, λ=a/t
     
  5. Palkah

    Palkah User

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    Which is a problem because number of hits you do in 1 minute is affected by your attack speed, cooldown reduction, and Skill Mastery Rate, so whatever result you get is heavily random
     
  6. PrideBrasil

    PrideBrasil User

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    u can for example, do 15 sets of 1 minute each and then create a poisson distribution ^^ the more number of sets with 1 minute each the better the results.
     
  7. Notic

    Notic User

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    Interesting, that break adds so much bonus, must be the usual multiplication of debuff bonuses of skill itself and enchant.

    Break is only good if you solo most of the time honestly. In groups when debuff cap is almost always reached its pointless. Also, it does not affect fixed pdef bonuses (diamond, abu, 7s etc)

    So saying break is always better is just wrong.
     
  8. Palkah

    Palkah User

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    You misunderstand.

    As for static P.Def - if it truly does affect the enchants, then it affects both of them, since P.Def is outside the bracket I mentioned, so Break still wins there.

    As for the other thing - Break has nothing to do with P.Def Reduction cap (~50%). P.Def Reduction reduces the P.Def of the character for the duration of the debuffs, and if the enemy had 10k P.Def, he'll end up on let's say 5k P.Def. That 5k is then taken to the damage formula, and the Break (both the basic 30% and the enchanted 12.4%, since I don't know how they are added, probably ends up on 42.4% since skills have a separate field for %P.DefIgnored) is then applied to that leftover 5k P.Def. So it should still increase your damage in the same way.

    This info is from 1 update ago. If I get the items to test these 2 cases on this update, I'll do it and update the topic.
     
    Last edited: Dec 5, 2018
  9. -V77-

    -V77- User

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    Hey nice test. Can i ask for one more thing. Since on serwer is bit less pvp. And many ppl are playing pve. Can you also make a quick test ar break/power at some pve most popular farmed monsters? Sos ar gos hb etc? One mob per location just to see if break have any use at pve
     
  10. SnoWyz

    SnoWyz User

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    But that only apply to pinpoint and quick? Cuz they already have -30% pdef.
     
  11. Palkah

    Palkah User

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    Formula is the same for PvE and PvP so there won't be any differences. Added extra tests to the table anyway. In case of Break, bonus will be the same if your target has 10k P.Def and 100k P.Def, which can be seen from the table. The Power enchant is the same with target P.Def, but it's less effective when archer has more P.Atk. There are no differences between monsters which could influence the bonuses in any way.

    Added Tornado Shot tests, that was a good idea. For Quick Shot and Pinpoint Shot the bonus from Break is 20.7%, for other skills it's around 14.5%. The Power enchant has the same rules, since the formula is the same: ~14.43% bonus for P.Atk in the experiment, decreasing when P.Atk grows. The bonus of Power enchant route for Tornado Shot was lower than for Quick Shot, because Tornado Shot has only 36314 base power, while Quick Shot has 43077. This means that P.Atk had more effect on the outcome for the skill with lower power, which makes sense.
     
  12. -V77-

    -V77- User

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    @Palkah thanks. I was thinking pve has diffrent formula. :)
     
  13. Notic

    Notic User

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    Should not really matter, because clean damage of pinpoint (with 30% pdef) and tornado (without) is base damage that gets further affected by enchants. Break could have slightly different values because its unclear how 30% and enchant break stack with each other.
     
  14. SnoWyz

    SnoWyz User

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    I think they just stack.