Wizard's Roll Testing

Discussion in 'Corsair' started by Archain, Jun 18, 2006.

  1. Archain

    Archain Kitteh Paws

    Ashmus - Tunnel Worm used as target

    Thunder IV used as testing spell



    Naked Casting Baseline
    872 - Magic ATT +0
    872 - Magic ATT +0
    872 - Magic ATT +0

    Moldavite Casting for +5 Magic ATT Reference
    905 - Moldavite (Magic ATT +5)
    905 - Moldavite (Magic ATT +5)



    Roll Results
    01 - 905 (Magic ATT +5)
    01 + (Moldavite +5) 938

    02 - 905 (Magic ATT +5)
    02 + (Moldavite +5) 938

    03 - 912 (Magic ATT +6)
    03 + (Moldavite +5) 945

    04 - 912, 912 (Magic ATT +6)
    04 + (Moldavite +5) Untested

    05 - 945, 945 (Magic ATT +11)
    05 + (Moldavite +5) 978

    06 - 918, 918 (Magic ATT +7)
    06 + (Moldavite +5) 951

    07 - 918 (Magic ATT +7)
    07 + (Moldavite +5) 951

    08 - 918 (Magic ATT +7)
    08 + (Moldavite +5) 951

    09 - 898 (Magic ATT +4)
    09 + (Moldavite +5) 932

    10 - 925 (Magic ATT +8)
    10 + (Moldavite +5) 958

    11 - 958 (Magic ATT +13)
    11 + (Moldavite +5) 991

    Magic ATT +1 = 6.6 DMG using naked setup



    -----------------------Roll Results Estimate Testing---------------------------------------------------



    Ashmus Regular Setup w/o Moldavite (+6 Magic ATT) - 1159
    Ashums Regular Setup w/ Moldavite (+11 Magic ATT) - 1201

    Ashums Estimated Setup w/ Weskit Magic ATT stripped - 1108.6

    Magic ATT +1 = 8.4 DMG using full setup

    Test #1
    Predicted DMG
    (Magic ATT +18)
    8 Roll w/ Moldavite = 1259.8?

    Actual DMG
    1260


    Test #2
    Predicted DMG
    (Magic ATT +13)
    8 Roll w/o Moldavite = 1218?

    Actual DMG
    1218


    Code:
    [FONT="Tahoma"]
    [B][U]Wizard's Roll - Effect by Roll[/U][/B]
    
    01 = +5 Magic ATT
    02 = +5 Magic ATT
    03 = +6 Magic ATT
    04 = +6 Magic ATT
    [COLOR="Blue"]05 = +11 Magic ATT - Lucky #[/COLOR]
    06 = +7 Magic ATT
    07 = +7 Magic ATT
    08 = +7 Magic ATT
    [COLOR="Red"]09 = +4 Magic ATT - Unlucky #[/COLOR]
    10 = +8 Magic ATT
    [COLOR="blue"]11 = +13 Magic ATT - Best Possible[/COLOR][/FONT]
    
    Thank you Ashmus, for taking the time to help me test these! Using these numbers, we can lock down the Diabolos Magic ATT increase too.
     
    Last edited: Jun 19, 2006
  2. Aelfinn

    Aelfinn Moose

    good lord, even unlucky is damn nice.... +4 to +13 MAB... gimmie gimmie gimmie