bump and some things to add / edit:
1. You can add one major bug to the list which is flurry: Currently the last charge is being consumed regardless whether the upcoming auto attack is a critical or a normal swing, which greatly reduces the flurry uptime.
- > Instead when its down to one charge left, any critical strike, be it from a normal or special attack, should renew flurry with 3 stacks.
2. Attacks triggered from Retaliation that get dodged do not trigger Overpower currently
3. Some objections concerning the sweeping strikes topic:
This is how currently the sweeping strikes damage is being calculated on nostalrius:
Player hits A with a random attack.
Player hits B with sweeping strikes as if it was a normal auto attack with its own chance to crit/get dodged/get parried/get blocked.This is how it should work instead:
Player hits A with a random attack.
Player hits B with (base_damage_of_random_attack * armor_multiplier * damage_multipliers)
The important part is that it copies the base damage:
It includes damage multipliers and excludes armor mitigationSome examples to visualize the matter:
note: here's to formula of how to calculate mitigation from armor vs. level 60s
DamageReduction = Armor / (Armor + 400 + 85 * (AttackerLevel + 4.5 * (AttackerLevel - 60)))
1. A is level 60 has 0 armor, B is level 60, has 0 armor, player has 5/5 in 2h weapon specialization thus having a 5% damage multiplier:
-
Player hits A with Mortal Strike for 630 (base damage of 600 * 1.05 damage multiplier)
-
Player hits B with sweeping strikes for 630
{or 600 * 1.05} * 1.0 * 1.05 =
662 (the quintessence of sweeping strikes and damage multipliers -
https://hilbert.wordpress.com/sweeping-strikes-guide/)
2. A is level 60, has 2000 armor, B is level 60, has 3000 armor, player has 0/5 in 2h weapon specc, thus 0% damage increase:
-
Player crits A with an auto attack for 733 (1000 base damage, 2000 armor mitigation = 1000 * 0.733 = 733)
-
Player hits B with sweeping strikes for 1000 * 0.647 * 1.0 =
647 Why 1000 * 0.647?
--> The damage mitigation is applied to the base damage of 1000 and not on the copied damage of 733, which has already been mitigated by 2000 armor. This is the main difference opposed to the calculation of damage multipliers.
3. Lets take (2.) and switch targets this time. According to https://hilbert.wordpress.com/sweeping-strikes-guide/ the absolute damage outcome must be the same:
-
Player crits B with an auto attack for 647 (1000 base damage, 3000 armor mitigation = 1000 * 0.647 = 647)
-
Player hits A with sweeping strikes for 1000 * 0.733 * 1.0 =
733--> The outcome is the same, the calculative approach is correct
4. A is lvl 60 and has 5000 armor, B is 60 and has 600 armor, player has 5/5 2h weapon specc, enrage and berserking up thus an 60% damage increase:
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Player crits A with hamstring for 42 (base damage of 50, 5000 armor mitigation and 60% damage multiplier = 50 * 0.524 * 1.6 = 41.9)
-
Player hits B with sweeping strikes for (50 * 1.6) * 0.901 * 1.6 =
115Important: On player B the damage multipliers effectively are taken into account twice, because the base damage * dmg multiplier from A is copied to the calculation of the sweeping strikes damage as shown in case (1.)5. A is lvl 60 and has 1000 armor, B is lvl 60 and has 5500 armor, player has 5/5 2h weapon specc, enrage and berserking up thus an 60% damage increase:
-
Player crits A with overpower for 1354 (1000 base damage * 0.846 armor mitigation * 1.6 dmg multiplier = 1354
-
Player hits B with sweeping strikes for (1000 * 1.6 ) * 0.5 * 1.6 =
1280note:the base damage is completely made up for the simplicity, in reality you have take the weapon and stats into account as well of course Sadly I've reported sweeping strikes on the bug tracker right after the latter has been released and it is still labeled as "new" (
https://report.nostalrius.org/plugins/tracker/?aid=485). I'd be grateful if at least attempts are being made to fix this, hell even notifications that it's on a to do list or something.
Edit: Minor mistakes in the calculation