Geonis

04-15-2008, 06:07 AM

Okay, the change to Smite regenning is good.

It is not good enough to make up for the lack of actual Pally Love in this MOD though.

We got a Res line we didn't ask for and easily replaced with some farming or planned out character building.

We got a line of enhancements based around hurting yourself (never thought of Pallys as going all emo ;)).

And, we got a line that is supposed to be ramping up our Smites.

I will be ignoring the first 2, as the first is not needed nor asked for, and the second is a faulty use of a worthless PnP spell.

I will be listing the math for the Exalted Smite line and the increase to damage.

1- I cannot include the "damage bonus based on your paladin level", as the Devs have not listed how exactly it is related to your Paldin level. It may be several times your Paladin level and tack onto base damage before crit multiplier, in which case I am totally

wrong about the damage increase, but I seriously doubt it is.

2- All math assumes all crit threats are confirmed, which means the increase in damage I am showing here is actually more than it would really be.

3- I have done the math for the 3 most commonly used weapons. The only thing you would need to do to figure out how much the increase is in damage for any given weapon is look at the one with the same crit threat and multiplier. (Those using 19-20/x2 do less than the khopesh and those using 20/x3 get less than the pick.)

4- Also, I have not included the loss of DPS caused by stopping to initiate an Exalted Smite, as the Devs say that the inability to use a Smite in mid combo is a bug, even though this was introduced at the same time as the cooldown being added.

UPDATED Paladin Exalted Smite III: (We are not talking about ES4, as it won't even be in game for months)

Cost: 3 Action Points

Prereqs: Level 14 Paladin, Paladin Exalted Smite II, Paladin Extra Smite IV, 49 Action Points Spent

Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. (Cooldown drops to 3 seconds.)

Okay, since we're dealing with adding crit multiplier and threat, we need to determine where the most damage is going to come from.

+1 threat and +2 multiplier, assuming Imp Crit on relevant weapon type and auto confirmation of crit.

scimitar/rapier

base- 15-20 /x2

enhanced- 14-20 /x4

increase in crit occurence is 1/6 or 16.67%

increase in crit damage is x2 or 200%

So, we have a 16.67% increase of occurence with 200% increase in damage

.1667 x 2 = .33 or 33% increase in damage.

khopesh

base- 17-20 /x3

enhanced- 16-20 /x5

increase in crit occurence is 1/4 or 25%

increase in crit damage is x2/3 or 66.67%

So, we have a 25% increase of occurence with 66.67% increase in damage

.25 x .6667 = .16667 or 16.67% increase in damage.

pick

base- 19-20 /x4

enhanced- 18-20 /x6

increase in crit occurence is 1/2 or 50%

increase in crit damage is 1/2 or 50%

So, we have a 50% increase of occurence with 50% increase in damage

.5 x .5 = .25 or 25% increase in damage.

That means, best case, with a Rapier/Scimitar, you will do an average of 33% more damage on an Exalted Smite 3 swing vs a regular Smite.

That does not take into account the DPS lost from using a lower base damage weapon or the DPS gained from the "damage bonus based on your paladin level". I would think, there would still be DPS loss from the lowering of your average damage, as the Smite is only used a maximum of 8 or 9 times in a ~30 second period.

Depending on the "damage bonus based on your paladin level", there could actually be a small increase in DPS, but not enough to justify 16 APs spent on getting this enhancement.

The increase in damage percentages above are not to overall DPS, it is to that 1 swing and that 1 swing only.

It is not good enough to make up for the lack of actual Pally Love in this MOD though.

We got a Res line we didn't ask for and easily replaced with some farming or planned out character building.

We got a line of enhancements based around hurting yourself (never thought of Pallys as going all emo ;)).

And, we got a line that is supposed to be ramping up our Smites.

I will be ignoring the first 2, as the first is not needed nor asked for, and the second is a faulty use of a worthless PnP spell.

I will be listing the math for the Exalted Smite line and the increase to damage.

1- I cannot include the "damage bonus based on your paladin level", as the Devs have not listed how exactly it is related to your Paldin level. It may be several times your Paladin level and tack onto base damage before crit multiplier, in which case I am totally

wrong about the damage increase, but I seriously doubt it is.

2- All math assumes all crit threats are confirmed, which means the increase in damage I am showing here is actually more than it would really be.

3- I have done the math for the 3 most commonly used weapons. The only thing you would need to do to figure out how much the increase is in damage for any given weapon is look at the one with the same crit threat and multiplier. (Those using 19-20/x2 do less than the khopesh and those using 20/x3 get less than the pick.)

4- Also, I have not included the loss of DPS caused by stopping to initiate an Exalted Smite, as the Devs say that the inability to use a Smite in mid combo is a bug, even though this was introduced at the same time as the cooldown being added.

UPDATED Paladin Exalted Smite III: (We are not talking about ES4, as it won't even be in game for months)

Cost: 3 Action Points

Prereqs: Level 14 Paladin, Paladin Exalted Smite II, Paladin Extra Smite IV, 49 Action Points Spent

Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. (Cooldown drops to 3 seconds.)

Okay, since we're dealing with adding crit multiplier and threat, we need to determine where the most damage is going to come from.

+1 threat and +2 multiplier, assuming Imp Crit on relevant weapon type and auto confirmation of crit.

scimitar/rapier

base- 15-20 /x2

enhanced- 14-20 /x4

increase in crit occurence is 1/6 or 16.67%

increase in crit damage is x2 or 200%

So, we have a 16.67% increase of occurence with 200% increase in damage

.1667 x 2 = .33 or 33% increase in damage.

khopesh

base- 17-20 /x3

enhanced- 16-20 /x5

increase in crit occurence is 1/4 or 25%

increase in crit damage is x2/3 or 66.67%

So, we have a 25% increase of occurence with 66.67% increase in damage

.25 x .6667 = .16667 or 16.67% increase in damage.

pick

base- 19-20 /x4

enhanced- 18-20 /x6

increase in crit occurence is 1/2 or 50%

increase in crit damage is 1/2 or 50%

So, we have a 50% increase of occurence with 50% increase in damage

.5 x .5 = .25 or 25% increase in damage.

That means, best case, with a Rapier/Scimitar, you will do an average of 33% more damage on an Exalted Smite 3 swing vs a regular Smite.

That does not take into account the DPS lost from using a lower base damage weapon or the DPS gained from the "damage bonus based on your paladin level". I would think, there would still be DPS loss from the lowering of your average damage, as the Smite is only used a maximum of 8 or 9 times in a ~30 second period.

Depending on the "damage bonus based on your paladin level", there could actually be a small increase in DPS, but not enough to justify 16 APs spent on getting this enhancement.

The increase in damage percentages above are not to overall DPS, it is to that 1 swing and that 1 swing only.