Dreloc wrote: ↑Sun 27 Dec 2020 5:15 PM
So I put up all as a google docs sheet
https://docs.google.com/spreadsheets/d/1r1Zr_ZA8tDPfxpl3aVGbwzpBvS5vPCp9c-q2eoSloKQ/edit#gid=511095571
nice sheet, helpful for finetuning moa spec!
Dreloc wrote: ↑Sun 27 Dec 2020 5:15 PM
If my clerc is only 30 Buffs + 11 Items + 0 RR he would have a total of 41 in buffs,
right
Dreloc wrote: ↑Sun 27 Dec 2020 5:15 PM
meaning it would result for red dex according to your formula in 1,17 delve and for yellow dexx in 1,28.
the min(1,25; x) is part of the formula. it will compute only the effectiveness factor which is influenced by spell-level of the buff and your buffskill and varies between 0.75 and 1.25 (for base buffs).
the real value of the buff consists of the delve value (the value taken from the spell information (in your sheet column F)) TIMES this effectiveness factor.
also the formula i gave might not be accurate. iirc for lvl50 buffs a buff skill of 50 was enough for full effectiveness on live. so the +1 in my formula is only an approximation of some rounding. i have no idea how it is on this server here especially. so you might want to cross-check some values where rounding could occur.
Dreloc wrote: ↑Sun 27 Dec 2020 5:15 PM
So if I take min(1,25; 1,17) the red dex would have a lower cap than the yellow dex cuz afaik the cap is buffed player lvl (50) * delve
no, the cap value should be independent from the delve value. should only depend on player level. should be 62 for bases and 93 for specs.
TL;DR:
column D -> effectiveness factor. ranges between 0.75 and 1.25 -> already put min(1.25; x) in here
column E -> bases 62, specs 93
column F -> 'delve value'
column G -> = column F * column D
+ cross check effectiveness factor formula for at points where rounding could occur and for lvl50 base buffs (by taking off equipment with +buff for example)