Frostywild
Member
Hello, because I want to help out I decided to go through every ability and see if the spirit scaling values are accurate.
I have a google spreadsheet: Spirit Scaling Sheet
I didn't do all scaling for every ability, mostly the ones that do damage and I wasn't able to test all of them (Vyper Lethal Venom Max Damage is not something easily done on the test dummy) and there might be some errors (I don't know how to accuratly measure small amounts of time in game)
I also tested the damage of each ability to see if they are accurate (also on the sheet), I used every ability 5 times on the practice dummy in the hero testing area with each hero only having one item, Improved Spirit, no boons and no ability points,
DPS was calculated by using the ability and dividing the total damage by the duration of the ability
Here are my conclusions, most abilities shown spirit scaling is hiding a few decimal points that get you different results if you calculate what's shown by hand. This leads to some small discrepancies in the damage abilities do but within a rounding error of a decimal
Also quite a few abilities have incorrect DPS shown for their ability or their duration is incorrect.
The most notable examples of this is:
Bebop's Hyper Beam showing 273 DPS
Actual DPS is 250.42
Infernus Flame Dash DPS showing 60
Actual DPS is 75
Ivy's Kudzu Bomb showing 75DPS
Actual DPS is 79.8
Lady Geist Life Drain DPS showing 49
Actual DPS is 47.52
Mcginnis Turrets DPS showing 43
Actual DPS is 41.7
Mo and Krill Burrow Spin DPS showing 120
Actual DPS is 112.24
Seven Lighting Ball DPS showing 92
Actual DPS is 89.72
I'm not sure what causes these discrepancies, either inaccurate damage values, or duration values shown (I suspect this with Mo and Krill, Burrow spin might only last for 1.4 seconds instead of 1.5)
I will admit some of these could be inaccurate as I might not know the best way to measure these things, I would love a peer review
Either way I hope someone at least finds this interesting or tells me that I'm crazy for doing this and it was a waste of time.
If a Developer is reading this, I hope this chart is useful, it took me a few hours to make, and good luck with the continuing development of Deadlock I can't wait to see whats next! This has been some of the most fun I've ever had playing a game especially a MOBA and I feel incredibly lucky to be part of this early development.
I have a google spreadsheet: Spirit Scaling Sheet
I didn't do all scaling for every ability, mostly the ones that do damage and I wasn't able to test all of them (Vyper Lethal Venom Max Damage is not something easily done on the test dummy) and there might be some errors (I don't know how to accuratly measure small amounts of time in game)
I also tested the damage of each ability to see if they are accurate (also on the sheet), I used every ability 5 times on the practice dummy in the hero testing area with each hero only having one item, Improved Spirit, no boons and no ability points,
DPS was calculated by using the ability and dividing the total damage by the duration of the ability
Here are my conclusions, most abilities shown spirit scaling is hiding a few decimal points that get you different results if you calculate what's shown by hand. This leads to some small discrepancies in the damage abilities do but within a rounding error of a decimal
Also quite a few abilities have incorrect DPS shown for their ability or their duration is incorrect.
The most notable examples of this is:
Bebop's Hyper Beam showing 273 DPS
Actual DPS is 250.42
Infernus Flame Dash DPS showing 60
Actual DPS is 75
Ivy's Kudzu Bomb showing 75DPS
Actual DPS is 79.8
Lady Geist Life Drain DPS showing 49
Actual DPS is 47.52
Mcginnis Turrets DPS showing 43
Actual DPS is 41.7
Mo and Krill Burrow Spin DPS showing 120
Actual DPS is 112.24
Seven Lighting Ball DPS showing 92
Actual DPS is 89.72
I'm not sure what causes these discrepancies, either inaccurate damage values, or duration values shown (I suspect this with Mo and Krill, Burrow spin might only last for 1.4 seconds instead of 1.5)
I will admit some of these could be inaccurate as I might not know the best way to measure these things, I would love a peer review
Either way I hope someone at least finds this interesting or tells me that I'm crazy for doing this and it was a waste of time.
If a Developer is reading this, I hope this chart is useful, it took me a few hours to make, and good luck with the continuing development of Deadlock I can't wait to see whats next! This has been some of the most fun I've ever had playing a game especially a MOBA and I feel incredibly lucky to be part of this early development.