I've been doing some research. My aim is to research components, scaling and number of hits on Demonspite and -wrath, the Mystic Knight skills.

Here is the research setup.

Contents

Part 1

Test character:

Mystic Knight, level 31.

STR 128/MAG 184, no damage augments.

Test subjects:

Test weapons:

  1. Rusted Magick Shield: STR 5/MAG 9
  2. DF Wooden Wall: STR 103/MAG 220
  3. Gold Knight's Honor: STR 272/MAG 560
  4. Gold Dark Buckler: STR 447/MAG 845


Demonspite vs Skeleton Brute

Skill overview

  • The skill consists of five components: the 360° blow, initial shockwave, multiple beams of Dark, final beam of Dark and massive blast.
  • The initial shockwave, that is released just before discharge, covers 180° radius and about 2m ahead. Hits with Dark. Very weak.
  • Healthbars' analyses indicate that the beam hits multiple times. Naumbers vary depending on enemy effected.
  • And there is a non-damaging 360 degree blow that makes lesser enemies flinch like the one after casting the spell.


Skeleton Brute

It's a great target: tall with high placed weak point and basic hitbox. Also hits very hard which allows charging the Demonspite before the skill expires.

Healthbar analysis indicates that the beam hits a single time. But I hear at least four. Supposedly the final hit is shown but the rest is too weak to register on the Health bar.



Rusted Magick Shield: STR 5/MAG 9

Perfect Block impossible.

Damage readings:

on Discharge (above 3m)

163 594 43-163 590 64=379

163 609 96-163 606 17=379

readings consistent.


on Discharge (close)

163 589 53-163 585 74=379

At close range the shockwave deals no damage but causes loss of balance like Seism, then flinch on discharge just like premature discharge.


on Discharge (back to target) No damage, but the blow causes flinch.


DF Wooden Wall: STR 103/MAG 220

Perfect Blocks deal 0 damage (37 unenchanted)

Damage readings:

on Discharge (above 3m)

16 264 784-16 264 278=506

163 636 74-163 631 68=506 readings consistent.


on Discharge (close)

16 264 278-16 263 772=506


on Discharge (back to target) 0 damage, still the blow causes flinch

Gold Knight's Honor: STR 272/MAG 560

Perfect Blocks deal 5 damage (158 unenchanted)

Stacking Perfect Blocks results in faint type of knockdown like with thundershock (similar effect obseved on Hobgoblins).

Damage readings:

on Discharge (above 3m)

16 262 315-16 261 605=710

16 266 158-16 265 448=710 readings consistent.


on Discharge (close)

263116-262340=776

263902-263126=776 readings consistent. Damage increased by shockwave - supposedly has physical or pure Magick component. Requires testing on Golems.


on Discharge (back to target) 0 damage, but the blow makes the Brute flinch


Gold Dark Buckler: STR 447/MAG 845

Perfect Blocks deal 131 damage (284 unenchanted)

Damage readings:

on Discharge (above 3m)

261 786-260 905=881

263 060-262 179=881

163 648 83-163 640 02=881 readings consistent.


on Discharge (close)

259263-258145=1118

260643-259 525=1118 readings consistent. Damage increase from shockwave higher by 171 from shield's Magick increase by 285 compared to Gold Knight's Honor.

on Discharge (back to target) 0 damage, flinch.


Consolidated results

Character

STR 128/MAG 184

Demonspite damage vs Skeleton Brute Perfect Block
above 3m close enchnated Perfect Block
physical magick physical magick physical magick physical
Rusted Magick Shield: STR 5/MAG 9 0 379 - 379 - - -
DF Wooden Wall: STR 103/MAG 220 0 506 - 506 0 0 37
Gold Knight's Honor: STR 272/MAG 560 0 710 - 776 ? 5? 158
Gold Dark Buckler: STR 447/MAG 845 0 881 - 1118 ? 131? 284


Skeleton Brute stats

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
11,000 1,900 380 200 450  ??
Relative
Damage
Taken
Slash Bash

Fire

Ice

Thunder

Holy

Dark

50% 120% 50% 30% 30% 100% 20%


Demonswrath vs Skeleton Brute

Skill overview

  • Demonswrath has all the traits of Demonspite, but is more powerful than it.
  • The shockwave has higher stagger/knockdown properties.
  • Its beam of Dark hits more times (up to 8 hits) and causes Dark critical hit more reliably.
  • Its blast is more powerful.
  • Also the skill charges faster from enemy attacks.
  • Damage from Perfect Blocks seems unchanged.


Skeleton Brute

  • Again, audio analysis indicates the beam hitting multiple times yet only one hit registers on the Health bar, due to massive Dark resistance.
  • Regular knockdown (knockback) on Perfect Block is more reliable than with Demonspite, so the faint knockdown is less often.


Rusted Magick Shield: STR 5/MAG 9

Perfect Block impossible.

Damage readings:

on Discharge (above 3m) 163 568 54-163 561 85=669


on Discharge (close) 163 575 23-163 568 54=669


on Discharge (back to target) 0 damage, just flinch.


DF Wooden Wall: STR 103/MAG 220

Perfect Blocks deal 0 damage (37 unenchanted)

Damage readings:

on Discharge (above 3m)

162 573 00-162 564 78=822

162 581 21-162 573 00=821 readings fairly consistent.


on Discharge (close)

162 589 42-162 581 21=821

162 608 28-162 600 06=822

readings fairly consistent.


on Discharge (back to target) 0 damage, just flinch.

Gold Knight's Honor: STR 272/MAG 560

Perfect Blocks deal 5 damage (158 unenchanted)

Damage readings:

on Discharge (above 3m)

99866-98800=1066

266253-265187=1066 readings consistent.


on Discharge (close)

259953-258821=1132

266934-265802=1132

301008-299876=1132

readings consistent. Damage increased by shockwave: by the same amount as with Demonspite (66)



on Discharge (back to target)

0 damage, just flinch.


Gold Dark Buckler: STR 447/MAG 845

Perfect Blocks deals 131 damage (284 unenchanted)

Damage readings:

on Discharge (above 3m)

163 564 65-163 577 36=1271

163 613 26-163 625 97=1271

303393-302122=1271 readings consistent.


on Discharge (close)

306299-304791=1508

Damage increased by shockwave: by the same amount as with Demonspite (237)


on Discharge (back to target)

0 damage, just flinch.


Consolidated results

Character

STR 128/MAG 184

Demonswrath damage vs Skeleton Brute Perfect Block
above 3m close enchnated Perfect Block
physical magick physical magick physical magick physical
Rusted Magick Shield: STR 5/MAG 9 0 669 - 669 - - -
DF Wooden Wall: STR 103/MAG 220 0 821 - 821 0 0 37
Gold Knight's Honor: STR 272/MAG 560 0 1066 - 1132 ? 5? 158
Gold Dark Buckler: STR 447/MAG 845 0 1271 - 1508 ? 131? 284


Skeleton Brute stats

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
11,000 1,900 380 200 450  ??
Relative
Damage
Taken
Slash Bash

Fire

Ice

Thunder

Holy

Dark

50% 120% 50% 30% 30% 100% 20%


next...

Demonspite vs Cyclops (unarmored)

Skill oveview

  1. Well, the reality surpised me, both ways:
  2. The damage readings are surpprisingly consistent. Even when damage glitches, it is still very consisten in this!
  3. Yeah, about that. The earlier mentione extra beam hit for Demonswrath, it was happening with Cyclops tests. Also with Cyclops, and Demonswrath, I experienced double damage glitch where all my damage was exactly doubled.
  4. As you may have notived, at some point I have exctended the nomenclature by distinguishing the parts of the spell, even the first and final beam hit -as it turned in case of the latter it was the right thing to do as the final beam hit of Demonswrath is stonger than the others.
  5. Apparently the beam from Demons...skills has the shape of the cone, and is still able to hit weak spots in certain situations. So test required special preparations, and many attempts.
  6. I didn't get expected Dark Criticals from Demonspite, and even Demonswrath required specific circumstances for this. Damage numbers are still higher than expected.
  7. Also since all parts of the spell were dealing damage, this called for higher resolution of damage readings. That'sa lot of key tapping. This was so exhausting that I limited the choice of testing weapons to two.
  8. The most conclusive results are below.


Cyclops

This was a complicated, but also funny, experience. I've pick this guy no only cause I am very familar with the species, but also cause:

  • multiple hiboxes, but also ways of knocking down the beast in various positions
  • still Cyclops is tall enough to hope for the option to avoid hitting its weak spots.
  • generally low damage potential, which makes testing as low level character easier.
  • but high enough to charge the Demonspite. Barely, and requires a special preparations, but still.
  • moreover it isn't exceptionally resistant to Dark so I was hoping to finally measure some Dark Criticals.



The excerpt from my trials

Demonspite

Rusted Magick Shield:5/9
Perfect Block: impossible
Trial 1.
on Discharge (in front of standing Cyclops leg)
Damage readings: base 86292-shock-86292- discharge-86388-hit-86484-hit-86580-hit-86676-hit-86772-blast-87842
Shockwave: 86292-86292=0
Discharge: 86388-86292=96 (first hit?)
Hit1: 86484-86388=96
Hit2: 86580-86484=96
Hit3: 86676-86580=96
Hit4: 86772-86676=96
Blast: 87842-86772=1070
87842-86292=1550 total damage
Readings are very accurate. I was able to pause from two to 5 times between ticks.

Trial 2
on Discharge (3m away, tired  helmeted Cyclops side)
Damage readings: base 90918-shock-90918-discharge-91398-hit-91878-hit-92358-hit-92838-hit-93318-blast-98667
Shockwave: 0
Discharge: 480
Hit1: 480
Hit2: 480
Hit3: 480
Hit4: 480
Blast: 5349
98667-90918=7749 total damage.
I was trying to avoid head and eye shots by using helmeted Cyclops. No budge, the tusk stumps are still hit. But proper timing works (when Cyclops is tired it first gasps, then lift head high up for instance).
Note: Avoid face shots even with helmeted Cyclops
Also I've noticed that the laser marks only the first hitbox it impacts. Could it be it doesn't hit any body parts behind it?

Let's try hitting from behind then
Trial 3
on Discharge (next to tired Cyclops leg, from behind)
Damage readings: base 300698-shock-300698-discharge- 301178-hit-301658-hit-302138-hit-302618-hit-303098-blast-308447
5 hits- 480 damage each
Blast-5349
308447-300698=7749 total damage. That's a weak point hit all right. Case closed, the beam goes hits lined up hitboxes.


Trial 4
on Discharge (3m away, tired  Cyclops side)
Damage readings: base 299219-shock-299219-discharge-299315-hit-299411-hit-299507-hit-299603-hit-299699-blast-300769
Shockwave: 299219-299219=0
Discharge: 299315-299219=96
Hit1: 299411-299315=96
Hit2: 299507-299411=96
Hit3: 299603-299507=96
Hit4: 299699-299603=96
Blast: 300769-299699=1070
300769-299219=1550 total damage

Trial 5
on Discharge (in front of standing Cyclops leg)
Damage readings: base 268808-shock-268808-discharge-268904-hit-269000-hit-269096-hit-269192-blast-270262  
Hemi spherical shock: 268808-268808=0
Discharge: 268904-268808=96
Hit1: 269000-268904=96
Hit2: 269096-269000=96
Hit3: 269192-269096=96
Hit4: no hit
Blast: 270262-269192=1070
270262-268808=‭1 454‬ total damage. All numbers consistent, but the beam hit one time less.


DF Wooden Wall: 103/220
Perfect Blocks deals damage 113 (67 unenchanted)

Trial 1
on Discharge (in front of cowering Cyclops leg)
Damage readings: 83494-shock-83653-discharge-85245-hit-86041-hit-86837-blast-93241
Shockwave- 32
Discharge shock = 83653-83494=159
Hit1:  85245-83653 = 1592
Hit2: 86041-85245 = 796
Hit3: 86837-86041=796
Blast: 93241-86837=6404
93241-83494=9747 total damage. That doesn't look good. It definitely hit its chin at least.
Spell contents: shockwave, 4 hits, 1 mega hit? But why the first hit looks like double?

Trial 2
on Discharge (3m away, standing Cyclops side)
Damage readings: 93580-shock-93612-discharge-94089-hit-94248-hit-94407-blast-95688
Shockwave: 32
Discharge shock: 477 (supposedly 3xhit)
Hit: 159
Final hit: 159
Blast: 1281
95688-93580=2108 total damage

Trial 3
close discharge (in front of tired Cyclops, head lowered)
Damage readings: base 162 933 90-shock- 162 934 22-hit- 62 962 08-hit 162 976 01-hit-163 003 87-blast-163 115 94
Shockwave 32
Hit1: 2786 (supposedly double reading)
Hit2: 1393
Final hit: 2786 (double)
Single hit estimation: 2786 /2= 1393.
18204-32-11207= total beam damage 6965.
Number of hits estimation: 6965/1393= 5 hits
blast  11207
163 115 94-162 933 90= 18204 total damage. All right, something's off.


Demonswrath
Rusted Magick Shield:5/9
Perfect Block: impossible ;)

Take 1
on Discharge (3m. standing Cyclops side)
Damage readings: base 272618-shock-272618-discharge-272724-hit-272830-hit-272936-hit-273042-hithit-273254-hit-273551-blast-275104
Sphererical shock: 272618-272618=0
Hit1: 272724-272618=106
Hit2: 272830-272724=106
Hit3: 272936-272830=106
Hit4: 273042-272936=106
Hit56:273254-273042=212
Final hit: 273551-273254=297(2,8x Hit)
Blast: 275104-273551=1553
275104-272618=2486 total damage
On the No Crit Demonswrath video it is 2592 - that's 106 more. Any idea? ;)
So, the readings are a bit off but maybe that's cause in the video the beam has hit other Cyclops arm too. That's 106 damage more and that in turn is in line with the readings.


Now, let's reproduce the situation from the mentioned video
ie
Take 2
on Discharge (3m. standing Cyclops FRONT)
Damage readings: base 283258-shock-283258-discharge-283364-hit-283470-hit-283576-hit-283682-hit-283788-hit-283894-hit-284000-blast-285553-hit-285850
Sphererical shock: 0
Hit1: 106
Hit2: 283470-283364=106
Hit3: 283576-283470=106
Hit4: 283682-283576=106
Hit5:283788-283682=106
Hit6:283894-283788=106
Hit7: 284000-283894=106
Blast: 285553-284000=1553
and
Afterblast?: 285850-285553=297
285850-283258=2592 total damage. So, the damage fits, but...
there is an afterblast all of a sudden?

Take 3
on Discharge (3m. standing Cyclops front)
Damage readings: base 281073-shock-281073-discharge-281179-hit-281285-hit-281391-hit-281497-hit-281603-hit-281709-hit-282006-blast-283559
Sphererical shock: 281073-281073=0
Hit1: 281179-281073=106
Hit2: 281285-281179=106
Hit3: 281391-281285=106
Hit4: 281497-281391=106
Hit5:281603-281497=106
Hit6: 281709-281603=106
Final hit: 282006-281709=297
Blast: 283559-282006=1553
283559-281073=2486  total damage
Again, one hit less, and damage lower by 106. But Final hit is in its usual place.

Time to settle this
Take 4
on Discharge (3m, kneeling Cyclops side)
this time freshly from Catacombs
Damage readings: base 287910-shock-287910-discharge-288016-hit-288122-hit-288228-hit-288334-hit-288440-hit-288546-hit-288949-hit-290502
Sphererical shock: 287910-287910=0
Discharge shock: 288016-287910=106
Hit1: 288122-288016=106
Hit2: 288228-288122=106
Hit3: 288334-288228=106
Hit4: 288440-288334=106
Hit5: 288546-288440=106
Hit6: 288949-288546=403 (106+297? Hit 6 and 7?)
Blast: 290502-288949=1553
290502-287910=2592 total damage. The same as the video!
Everything is consistent: the laser hit, final laser hit and blast damages. Only the amount of hits differs, by 1.

Take 5 :|
on Discharge (3m, kneeling Cyclops side)
Damage readings: base 273808-shock-273808-discharge-274020-hit-274232-hit-274444-hit-274656-hit-274868-hit-275080-hit-275674-blast-278780
Sphererical shock: 273808-273808=0
Discharge shock: 274020-273808=212 (double)
Hit1: 274232-274020=212
Hit2: 274444-274232=212
Hit3: 274656-274444=212
Hit4: 274868-274656=212
Hit5: 275080-274868=212
Hit6: 275674-275080=594
Blast: 278780-275674=3106
278780-273808=4972 total damage. (Quake narrator voice) DOUBLE DAMAGE!
OK, that is totally a glitch. Supposedly saving with Cyclops around causes double damage errors.

Take 6
on Discharge (next to kneeling Cyclops toe)
There's no way the beam can hit anything but leg this way.
Damage readings: base 290462-shock-290462-discharge-290568-hit-290674-hithithitblast-292948
Sphererical shock: 0
Discharge shock: 290568-290462=106
Hit1: 290674-290568=106
Hit2: and my finger slipped
Blast: 292948-290674=2274
Supposedly few hits and the bast in one. Let's remove the usial blast damage and divide by usual hit damage
2274-297=1977-1553=424/106=4
Yup, 4 hits.
281462-278976=2486 total damage

Take 7
on Discharge (next to kneeling Cyclops toe)
There's no way the beam can hit anything but legs this way.
Damage readings: base 293067-shock-293067-discharge-293173-hit-293279-hit-293385-hit-293491-hit-293597-hit-293703-hit-294106-blast-295659
Sphererical shock: 0
Discharge shock: 293173-293067=106
Hit1: 293279-293173=106
Hit2: 293385-293279=106
Hit3: 293491-293385=106
Hit4: 293597-293491=106
Hit5: 293703-293597=106
Hit6: 294106-293703=403-106=297 (1hit + final hit)
Blast: 295659-294106=1553
295659-293067=2592 total damage. Again, additional beam hit. It cannot be a coincidence.

Take 8
The same fight, but only total damage values now
Damage readings:  base 293781-discharge, hits and blast-296267
296267-293781=2486 total damage, the regular amount.
The lack of 8th hit is definitely an anomaly.

Take 9
on Discharge (slightly above 3m, between Cyclops legs)
99998-87038=12960
6 hits finished with critical blast

Take 10
on Discharge (next to, back to)
no effect



DF Wooden Wall: 103/220
Perfect Blocks deals 113 damage  (67 unenchanted)

Take 1
on Discharge (in front of the Cyclops leg)
Damage readings: base 296776-shock-296828-discharge-296977-hit-297146-hit-297315-hit-297653-hit-297822-blast-299628
Hemi spherical shock: 296828-296776=52
Hit1: 296977-296828=149 (wtf is that? Tusk hit?)
Hit2: 297146-296828=318 (and that, Ox hit?)
Hit3: 297315-297146=169
Hit4+Hit5: 297653-297315=338 =169+169 (reading omitted?)
Hit6: 297822-297653=169
Blast: 299628-297822=1806
299628-296776=2852 total damage.
Those reading are odd. OK, going back to hitting toes.


Take 2
on Discharge (next to kneeling Cyclops toe)
Damage readings: base 289692-shock-289724-discharge-289893-hit-290062-hit-290231-hit-290400-hit-290569-hit-290738-hit-291204-blast-293010
Hemi spherical shock: 289724-289692=32 (why not 52?)
Hit1: 289893-289724=169
Hit2: 290062-289893=169
Hit3: 290231-290062=169
Hit4: 290400-290231=169
Hit5: 290569-290400=169
Hit6: 290738-290569=169
Hit7+Final hit: 291204-290738=466=297+169 (Final hit damage reading omitted)
Blast: 293010-291204=1806
293010-289692=3318 total damage.
OK, I think I'm on to something.

Take 3
on Discharge (next to kneeling Cyclops toe)
Damage readings: base 291081-shock-291113-discharge-291282-hit-291451-hit-291620-hit-291789-hit-291958-hit-292127-hit-292593-blast-294399
Hemi spherical shock: 291113-291081=32
Hit1: 291282-291113=169
Hit2: 291451-291282=169
Hit3: 291620-291451=169
Hit4: 291789-291620=169
Hit5: 291958-291789=169
Hit6: 292127-291958=169
Hit7+Final hit: 292593-292127=466 (Final hit damage reading omitted? Again?)
Blast: 294399-292593
294399-291081=3318 total damage.
Shock, 7 strong hits, 1 super hit, 1 blast. Dark Critical for sure, still the components fit the general pattern.

Take 4
on Discharge (next to kneeling Cyclops toe)
Damage readings: base 289976-shock-290008-discharge-290177-hit-290346-hit-290515-hit-290684-hit-290853-hit-291022-hit-291191-hit-291488-blast-293294
Hemi spherical shock: 290008-289976=32
Hit1: 290177-290008=169
Hit2: 290346-290177=169
Hit3: 290515-290346=169
Hit4: 290684-290515=169
Hit5: 290853-290684=169
Hit6: 291022-290853=169
Hit7: 291191-291022=169
Final hit: 291488-291191=297
Blast: 293294-291488=1806
293294-289976=total damage.  Seems consistent, and no omissions :)

Take 5
on Discharge (close)
no effect

Damn I'm tired.


Final test results



Rusted Magick Shield:5/9

Perfect Block: impossible


on Discharge (3m away)
291715-283967=‭7 748‬ total damage
At this distance the discharge causes weak point hits at best. Dark Critical requires multiple discharges. Still the raw damage delivered to the Cyclops' face reaches ‭7 748‬ with this shield!

Trial 6 ;)
on Discharge (in front of standing Cyclops leg)
Damage readings: base 308731-shock-308731-discharge-308827-hit-308923-hit-309019-hit-309115-hit-309211-blast-310281
Hemi spherical shock: 308731-308731=0
Hit1: 308827-308731=96
Hit2: 308923-308827=96
Hit3: 309019-308923=96
Hit4: 309115-309019=96
Hit5: 309211-309115=96
Blast: 310281-309211=1070
310281-308731=1550 total damage. The readings from this trial are completely in line with damage readings from discharge on kneeling Cyclops toe, which only ensures me that I was hitting the single hitbox.




https://youtu.be/Sm_1iIhpSaY
on Discharge (next to kneeling Cyclops toe)
Damage readings: base 304092-shock-304092-discharge-304188-hit-304284-hit-304380-hit-304476-hit-304572-blast-305642
‭305642-304092=1 550‬ total damage.



This one has also the average number of hits, and blast power consistent with all other, standard, trials.

Spell contents:
*Hemi spherical shock. Damage - 0
*Total number of 5 beam hits (including Discharge shock). Damage -96 each
*Single blast. Damage - 1070
Note: 360 deg blow seems ineffective against large enemies and doesn't affect the Cyclops in any way.

on Discharge (back to the target)
309443-309443=0
No damage, no additional effects


DF Wooden Wall vs Cyclops (unarmored)

Perfect Blocks deals 113 damage (67 unenchanted)

on Discharge (3m away)
At this distance the discharge causes weak point hits in most cases. And again Dark Critical requires multiple discharges. Still the raw damage delivered to the Cyclops' face reaches ‭10K (and more id Dark critical is stacked) with this shield, but it is of no use to me. Basides, I alredy am able to distinguish damage form each content of the spell.


The rare times I'd discharge the spell into outstretched Cyclops (like during overhead ;) I'd get results like these:

Damage readings: base 293553-shock-293553-discharge-293712-hit-293871-hit-294030-hit-294189-hit-294348-blast-295629

Hemi spherical shock: 0 + 5 beam hits: 159 each + Blast: 1281

0+ (5x159)+1281=2076 total damage. Exactly 32 less, cause hemi spherical shockwave didn't have the chance to connect.

on Discharge (in front of standing Cyclops leg)
Damage readings: 298089-shock-298121-hit-298280-hit-298439-hit-298598-hit-298757-hit-298916-blast-300197
Hemi spherical shock: 298121-298089=32
Hit1: 298280-298121=159
Hit2: 298439-298280=159
Hit3: 298598-298439=159
Hit4: 298757-298598=159
Final hit: 298916-298757=159
Blast: 300197-298916=1281
300197-298089= 2108 total damage. Again. the readings from this trial are completely in line with damage readings from discharge on kneeling Cyclops toe, which only ensures me that I was hitting the single hitbox.
Also, the hemi spherical shockwave finally deals damage.


Spell contents:
*Hemi spherical shock. Damage - 32
*Total number of 5 beam hits. Damage -159 each
*Single blast. Damage - 1281


Demonswrath vs Cyclops (unarmored)

Rusted Magick Shield:5/9

Perfect Block: impossible ;)
on Discharge (3m away)
At this distance the discharge causes weak point hits in most cases. And Dark Critical  too. The lowest damage outcome was 2592 , the highest...nearly 13K!

on Discharge (next to kneeling Cyclops toe)
I'm not taking any chances at this point, so I only use the kneeling Cyclops' toe.

OK, I give up, I can't take it much longer. I will base the results on two separate sets of readings, from identical trials.


Set 1 (has final beam hit damage reading omitted)
on Discharge (next to kneeling Cyclops toe)
Damage readings: base 289792-shock-289792-discharge-289898-hit-290004-hit-290110-hit-290216-hit-290322-hit-290428-hit-290831-blast-292384
Hemi spherical shock: 289792-289792=0
Hit1: 289898-289792
Hit2: 290004-289898
Hit3: 290110-290004
Hit4: 290216-290110
Hit5: 290322-290216
Hit6: 290428-290322
Hit7+Final hit: 290831-290428=403=297+106 (reading omitted)
Blast: 292384-290831=1553



Set 2 (has first beam hit damage reading omitted)
on Discharge (next to kneeling Cyclops toe)
Damage readings: base 288913-shock-288913-discharge-289125-hit-289231-hit-289337-hit (critical tentacles)-289443-hit-289549-hit-289655-hit-289952-hit-291505
Hemi spherical shock: 288913-288913=0
Hit1+Hit2: 289125-288913=212=106+106(omitted reading)
Hit3: 289231-289125=106
Hit4: 289337-289231=106
Hit5: 289443-289337=106
Hit6: 289549-289443=106
Hit7: 289655-289549=106
Final hit: 289952-289655=297
Blast: 291505-289952=1553
2592  total damage in both sets.  All right, numbers don't lie, 8 hits is the norm, and a missing hit is an anomaly.

on Discharge (back to the target)
No damage, no additional effects

Spell contents:
*Total number of 8 beam hits. Damage -106 each. But the last one is 2,8x stronger (damage 297) cause it is the Dark Critical just before...
*Single blast. Damage - 1553


DF Wooden Wall: 103/220

Perfect Blocks deals 113 damage (67 unenchanted)

on Discharge (next to kneeling Cyclops toe)
Damage readings: base 292567-shock-292599-discharge-292768-hit-292937-hit-293106-hit-293275-hit-293444-hit-293613-hit-293782-hit-294079-blast-295885
Hemi spherical shock: 292599-292567=32
Hit1: 292768-292599=169
Hit2: 292937-292768=169
Hit3: 293106-292937=169
Hit4: 293275-293106=169
Hit5: 293444-293275=169
Hit6: 293613-293444=169
Hit7: 293782-293613=169
Final hit: 294079-293782=297 (why the Dark Critical damage isn't higher?)
Blast: 295885-294079=1806
295885-292567=3318 total damage. In line with all other takes. I think I'm good with those readings.


on Discharge (back to the target)
No damage, no additional effects



Spell contents:
*Hemi spherical shock. Damage - 32
*Total number of 8 beam hits. Damage -169 each
*Single blast. Damage - 1806


Consolidated results

We'll need to redo our table to match separate parts of the spell.

Character

STR 128/MAG 184

Demonswrath damage vs Cyclops leg PB/Dark PB
Shock Beam hit Blast
physical magick physical magick physical magick physical
Rusted Magick Shield: STR 5/MAG 9 0 0 0 106 0 1553 -
DF Wooden Wall: STR 103/MAG 220 0 32 0 169 0 1806 37


Cyclops stats

Stats Health Attack Defense Magick

Attack

Magick

Defense

Weight
25,000 600 95 50 60 5,000
Relative

Damage Taken

Slash Bash

Fire

Ice

Thunder

Holy

Dark

100% 100% 60% 60% 180% 100% 100%


Additional testing

Now, I know what you are thinking: how can these tests contribute to understanding the scaling of the Demon- spells.
We got only defense values for the eye after all.
Simple, I'm doing tests on this too: will take a bow, and a spell bow: hit the eye, hit the leg. Compare.
I won't even bother to use  adifferent character ;)


Magick damage reduction on leg hit

I have no damage calculation for Seeker skill, so I will have to calculate proportional difference in damage instead.

Character: STR 128/MAG 184, no damage augments.


Magian Crutch: STR 0/MAG113/Seeker
vs
Cyclops (unarmored): MDEF 60 (eye)

at night

Eye damage:
265883-265626 (headshot)=257
266160 -265883 (mouth shot)= 277
266436-266325 (headshot, above the tusk)=111
266547-266436 (headshot, neck)= 111 -first two must have been when it was in out-of-battle stance. This guy seems to casually lose track of its target.
271119-270842 (eye shot, eye stagger follows)=277 - hmm, mouth and eye are the same hitbox?
271188-271119 (mouth shot)=69 -why it's 4 times less all of a sudden?
271239-271188 (tusk shot)=51 -expected. Teeth are resistant.
271308-271239 (eye shot, eye stagger follows)=69 - hmm, again? Defnitely, mouth and eye have the same hitbox. But this time it must have been in battle stance.
271377-271308 (eye shot, right after stagger)=69
loading
258627-258350=277 Yup, definitely 277 damage is the stealth damage.

Leg damage:
266215-266160 =55
266270-266215=55
266325-266270=55 - leg damage is veeery consistent.

Great, I guess we have our consistent readings. But just to make sure, will do some additional testing by day.


Magian Crutch: STR 0/MAG113/Seeker
vs
Cyclops (unarmored): MDEF 60 (eye)

by day

This time I'm adding some Barbed Nails to make sure EVERY eye shot ends with eye stagger animation. Also, with chain-stagger the test will go faster ;)

Eye damage:
258903-258848 (cheek shot)= 55 Hmm, cheeks as resistant as legs?
260105-260050 (cheek shot)= 55 again
260160-260105 (cheek shot)= 55 what a nice consistency. But time to go for the eye.
260645-260160 (eye shot)=485 wow, what is happening?! Did he lost me?
260766-260645 (eye shot)=121 that's odd. He was raging just a second ago. Does this increase the damage it receives?
well, in all thre cases the eye stagger animation plays, so the eye shot is confirmed.
260835-260766 (eye shot)=69 thaaats more like it. One more
260904-260835 (eye shot)=69 Great!


Leg damage:
260959-260904=55 Lovely
261014-260959=55 Beautifully
261069-261014=55 Outstanding!
261124-261069=55 Masterfully done!

Bonus


Arm damage:
261289- 261234=55 again!
261344-261289=55
261399-261344=55


Torso damage:
261454-261399=55
261509-261454=55
261564-261509=55
261619-261564=55


so, from the combo of


Character: STR 128/MAG 184, no damage augments.
Magian Crutch: STR 0/MAG 113/Seeker
vs
Cyclops (unarmored): MDEF 60 (eye)

we get


Eye damage: 69
Seeker damage:69 + Cyclops MDEF 60=129 Hmm, that's 168 less than expected.
Leg/arm/torso damage: 55

But to be even more sure, I introduced Rusted Spellbow
Rusted Spellbow:  STR 0/ 17 MAG


Eye damage:
258672-258627 (eye shot)=45 Hmm, weapon damage lower by 96 and only 10 damage less?
258717-258672 (eye shot)=45
258762-258717 (eye shot)=45
258807-258762 (eye shot)=45
258852-258807 (eye shot)=45
259150-259105 (eye shot)=45
259195-259150 (eye shot)=45
259636-259591 (eye shot)=45


Leg damage:
259231-259195=36
259267-259231=36
259303-259267=36


Arm damage:
259339-259303=36
259375-259339=36
259411-259375=36
259447-259411=36


Torso damage:
259483-259447=36
259519-259483=36
259555-259519=36
259591-259555=36

Leg Magick damage is lower by 9.

Character: STR 128/MAG 184, no damage augments.
Rusted Spellbow: STR 0/MAG 17/Seeker
vs
Cyclops (unarmored): MDEF 60 (eye)
Eye damage:  45
Seeker damage:  45+ MDEF 60=105
Leg/arm/torso damage: 36


OK, I think that's a nice batch of data. Let's see what we can do with it.

Character: STR 128/MAG 184, no damage augments.
Magian Crutch: STR 0/MAG 113/Seeker
Seeker damage: 129
Leg/arm/torso damage: 55
129-55=74 effective MDEF
74/60=1,23 MDEF, 23% increase.
Limbs and torso receive damage lowered by 23%?

Character: STR 128/MAG 184, no damage augments.
Rusted Spellbow: STR 0/MAG 17/Seeker
Seeker damage: 105
Leg/arm/torso damage: 36
105-36=69 effective MDEF
69/60= 1,15 MDEF, 15% increase.
Limbs and torso receive damage lowered by 15%?
MDEF increase by 23% in one case, 15% in other? That can't be right.
Unless? The damage is reduced post calculation?


Post-calculations option

Character: STR 128/MAG 184, no damage augments.
Magian Crutch: STR 0/MAG 113/Seeker
Eye damage: 69
Leg/arm/torso damage: 55
69-55=14
14/69=0,222 and the game would round it to 0,2, I presume ;)


Character: STR 128/MAG 184, no damage augments.
Rusted Spellbow: STR 0/MAG 17/Seeker
Eye damage:  45
Leg/arm/torso damage: 36
45-36=9
9/45=0,2

Results (Magick damage reduction)

OK, so leg/arm/torso have 20% damage reduction against Magick.


Physical damage reduction on leg hit

Loose damage calc. is: base 63( phys,close) + (charSTR*0,72) +(weaponSTR* 0,72)+(weaponMAG*1)

Character: STR 128/MAG 184, no damage augments.
Hunter's Bow: STR 136/MAG 0/Loose
Cyclops DEF (eye): 95

Eye damage:
258887-258571 (4m)=316 -stealth shot?
258950-258887 (4m, head)=63
259266-259108 (3m, teeth) =158
259345-259266 (3m)=79
259424-259345 (3m)=79 OK, seems that's the number for the eye
259503-259424 (4,5m)=79
259582-259503 (3m)=79
second turn
260016-259937 (5m)=79
260332-260016 (2,5m)=316 -hmm, he's losing focus again.
260750-260332 (+ grappling wolf punch ;)=418 Yup, wolfie got punched all right
260829-260750 (3m)=79
261145-260829 (3m)=316 -could it be that when staggered it receives bonus damage?

Leg damage:
259614-259582=32
259646-259614=32
259678-259646=32
259710-259678=32

Since we're into rusted weapons, how about a bow for comparison?
Character: STR 128/MAG 184, no damage augments.
Rusted Bow: STR 6/ MAG 0/Loose

Eye damage:
258443-258314 (4m)=129 Stagger bonus?
258475-258443 (4m)=32
258507-258475 (4m)=32
258539-258507 (4m)=32
258571 -258539 (4m)=32
261274-261145(4m)=129
261403-261274 (4m)=129
261532-261403 (4m)=129
261661-261532 (4m)=129

Leg damage:
259755-259742=13
259768-259755=13
259781-259768=13
259794-259781=13 Leg hits as always consistent :)

Arm damage:
259807-259794=13
259820-259807=13
259833-259820=13
259898-259885=13
259911-259898=13
259924-259911=13
259937-259924=13

Torso damage:
259846-259833=13
259885-259872=13

OK, I think that's enough data. And clearly numbers above 100 are "special" and no use for me.
Character: STR 128/MAG 184, no damage augments.
Hunter's Bow: STR 136/MAG 0/Loose
Eye damage: 79
Leg/arm/torso damage: 32
79-32=47
47/79=0,594
OK, so leg/arm/torso have 59%  damage reduction against physical attacks.

Character: STR 128/MAG 184, no damage augments.
Rusted Bow: STR 6/ MAG 0/Loose
Eye damage: 32
Leg/arm/torso damage: 13
32-13=19
19/32=0,593

Results (physical damage reduction)

OK, so leg/arm/torso have 59%  damage reduction against physical attacks.
Now, the question is: would the game round it to 60?


Since my colleagues' results were not in line, I decided to perform additional two rounds of Defenses testing on Cyclops.


Appendix A

Magick damage reduction on leg hit

Character: STR 200/MAG 200, no damage augments. Cyclops (unarmored): MDEF 60 (eye)

Magian Crutch: STR 0/MAG 113/Seeker


Eye damage:
8210281-8210222 (mouth)=59
8210574-8210281(mouth)=293
8210867-8210574=293
8210940-8210867=73
8211013-8210940=73
8211086-8211013=73
8211159-8211086=73

Leg damage:
8211217-8211159=58
8211276-8211217=59 (58,5?)
8211334-8211276=58

Arm damage:
8211393-8211334=59
8211568-8211510=58
8211744-8211685=59

Torso damage:
8211451-8211393=58
8211510-8211451=59
8211627-8211568=59
8211685-8211627=58


Rusted Spellbow: STR 0/MAG 17/Seeker

Eye damage:
8211793-8211744=49
8211842-8211793=49
8211891-8211842=49
8211970-8211891 (headshot)=79

Leg damage:
8212009-8211970=39
8212049-8212009=40
8212088-8212049=39 (39,5)
8212128-8212088=40

Arm damage:
8212167-8212128=39
8212207-8212167=40
8212404-8212365=39 (39,5)

Torso damage:
8212246-8212207=39
8212286-8212246=40
8212325-8212286=39 (39,5)
8212365-8212325=40







Summary

Character: STR 200/MAG 200, no damage augments.

Magian Crutch: STR 0/MAG 113/Seeker
Eye damage: 73
Leg/arm/torso damage: 58,5

Again, some discrepancy at the start, everything goes smooth afterwards.

Rusted Spellbow: STR 0/MAG 17/Seeker
Eye damage: 49
Leg/arm/torso damage: 39,5

For some reason plain headshot scored substantially higher damage than the aye! Could be this mythical preemptive damage?


Physical damage reduction on leg hit

Character: STR 200/MAG 200, no damage augments.

Cyclops DEF (eye): 95

Hunter's Bow: STR 136/MAG 0/Loose

Eye damage:
8213503-8213083=420 (surprised?)
8213713-8213503(tusk hit) =210
8213818-8213713=105
8213923-8213818=105

Leg damage:
8213965-8213923=42
8214007-8213965=42

Arm damage:
8214049-8214007=42
8214091-8214049=42
8214133-8214091=42

Torso damage:
8214175-8214133=42
8214217-8214175=42
8214259-8214217=42


Rusted Bow: STR 6/ MAG 0/Loose


Eye damage:
8214317-8214259=58
8214375-8214317=58
8214433-8214375=58
8214491-8214433 (tired)=58


Arm damage:
8214515-8214491=24
8214538-8214515=23


Leg damage:
8214562-8214538=24
8214585-8214562=23 (hmm, 23,5?)

Torso damage:
8214609-8214585=24
8214632-8214609=23


Summary

Hunter's Bow: STR 136/MAG 0/Loose
Eye damage: 105
Leg/arm/torso damage: 42


There's some anomalous damage at the start (420 for eye and half of that for tusk). Seems like even though it tries to hit me Cyclops DEF  is lowered or, idk it doesn't pay attention, untill it gets staggered first. Quite the opposite to how stagger/knockdown works.

Damage readings became very consistent after Cyclops got eye-staggered first. I suggest staggering the Cyclops first and after that  test damage.

Rusted Bow: STR 6/ MAG 0/Loose
Eye damage: 58
Leg/arm/torso damage: 23,5

Performed right after Hunter's Bow round so no discrepancies.


Disclaimer

All right, this just in: apparently the Cyclops reinforces its eye defenses after being eye-staggered. I suppose that means that only the first hit meets base defenses. The comparison of valuse for the first eye hit and limb hits show that the relation is 5:1. So I will acknowledge that limbs receive 20% of base eye damage. The modifier acts post defenses so whatever my damage numbers are, they have to be multiplied by 0,2.



Appendix B

Demonspite vs Cyclops

Character: STR 128/MAG 184, no damage augments.

Gold Knight's Honor: 272/560

Perfect Block 215  (101 unenchanted)

And here's the nice set of
Damage readings:
259886 base
259986 discharge
260247 hit1
260508 hit2
260769 hit3
261030 hit4
261291 hit5
262912 blast

Hemi spherical shock: 100
Hit1: 261
Hit2: 261
Hit3: 261
Hit4: 261
Final hit: 261
Blast: 1621
total damage. 3026


8105+60= baseMAG+5*560+4,95*184
8165-2800-910=baseMAG


Spell contents:
*Hemi spherical shock. Damage - 100
*Total number of 5 beam hits. Damage -261 each
*Single blast. Damage - 1621



Part 2

Test character: 300 STR/300 MAG

Demonspite vs Skeleton Brute

Rusted Magick Shield:5/9

Perfect Block - impossible

967020 base

967468 blast

Blast 448

Again, beam is too weak to damage it, only blast goes through.

For STR 128/MAG 184 blast damage was 379. That's 69 damage increase (18%) from additional 116 CharacterMAG

DF Wooden Wall: 103/220

Perfect Blocks deals 0 damage  (160 unenchanted)

965234 base

965810 blast

Blast 576.

For STR 128/MAG 184 it was 506. That's 70 increase from additional 116 CharacterMAG. Pretty consistent rating I daresay.


Gold Knight's Honor: 272/560

Perfect Blocks deals 66 damage  (282 unenchanted)

966082 base

966148 shock

966928 blast

shock 66

blast 780

For STR 128/MAG 184 it was 66 and 710 respectively
That's 0 increase for shock and 70 for blast from 116 CharacterMAG


Gold Dark Buckler: 447/845

Perfect Blocks deals 192 damage (408 unenchanted)

968526 base

968764 shock

969714 blast

shock 238

blast 950

For STR 128/MAG 184 it was 237 and 881 respectively. That's 1 (probably 0,5 was rounded) increase for shock and 69 for blast from 116 CharacterMAG


Consolidated results

Character

STR 300/MAG 300

Demonspite damage vs Skeleton Brute Perfect Block
above 3m close enchnated Perfect Block
physical magick physical magick physical magick physical
Rusted Magick Shield: STR 5/MAG 9 0 448 - 448 - - -
DF Wooden Wall: STR 103/MAG 220 0 506 - 506 0 0 37
Gold Knight's Honor: STR 272/MAG 560 0 710 - 776 ? 5? 158
Gold Dark Buckler: STR 447/MAG 845 0 881 - 1118 ? 131? 284


Skeleton Brute stats

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
11,000 1,900 380 200 450  ??
Relative
Damage
Taken
Slash Bash

Fire

Ice

Thunder

Holy

Dark

50% 120% 50% 30% 30% 100% 20%


Demonspite vs Cyclops (leg)

Rusted Magick Shield:5/9

OK, I cannot charge the skill with this shield, even with Curse inflicted! Moving on.


DF Wooden Wall: 103/220

Perfect Blocks deals 154 damage ( 102 unenchanted)

47130-46976

on Discharge (next to kneeling Cyclops toe)

Try 1

Damage readings:

947900 base
947932 discharge
948126 hit1
948320 hit2
948514 hit3
948708 hit4
948902 hit5
950298 blast

Hemi spherical shock: 32

Hit1: 194

Hit2: 194

Hit3: 194

Hit4: 194

Final hit: 194

Blast: 1396

total damage. 2398



Try 2

Damage readings:
‭952092‬ base
952124 discharge
952318 hit1
952512 hit 2
952706 hit3
952900 hit 4
953094 5 hit
954490 blast

Hemi spherical shock: 32

Hit1: 194

Hit2: 194

Hit3: 194

Hit4: 194

Final hit: 194

Blast: 1396

total damage. 2398

Spell contents:

  • Hemi spherical shock. Damage - 32
  • Total number of 5 beam hits. Damage 194 each
  • Single blast. Damage - 1396


Since Rusted Magick Shield was a no go let's try another one on the list. Pls refer to Appendix B for comparison data for

Gold Knight's Honor: 272/560

Perfect Blocks deals 267 damage ( 136 unenchanted)

Damage readings
958748 base
958848 discharge
959144 hit1
959440 hit2
959736 hit3
960032 hit4
960328 hit5
962064 blast

Hah, got nice set of reeadings on first try.

Hemi spherical shock: 100

Hit1: 296

Hit2: 296

Hit3: 296

Hit4: 296

Final hit: 296

Blast: 1736

total damage: ‭3 316‬



Spell contents:

  • Hemi spherical shock. Damage - 100
  • Total number of 5 beam hits. Damage 296 each
  • Single blast. Damage - 1736


At STR 128/MAG 184  I got 159 damage per hit, 1281 for the blast which gave total of 2108 damage. Looks like Damage increase with core MAG is poor. With additional 116 MAG I get 35 damage per hit, 115 for the blast which reults in additional total damage of 290.

Part 3

Scaling calculations.

Since I couldn't get damage for all component with Skeleton Brute I will use Cyclops (leg) results. And move on to Skeleton Brute to test Blast calculations.

Skill scaling = baseSTR + baseMAG+CharacterSTR*CharSTR scaling+WeaponSTR*WeapSTR scaling+CharacterMAG*CharMAG scaling+WeaponMAG*WeapMAG scaling

It's all Magick as shown by tests on Golem so we can remove all STR part

Demonspite skill scaling = baseMAG+CharacterMAG*CharMAG scaling+WeaponMAG*WeapMAG scaling

Demonspite WeapMAG (scaling)

Character STR 128/MAG 184

DF Wooden Wall: 103/220
Shock 32, Hit 159, Blast 1281


Gold Knight's Honor: 272/560
Shock 100, Hit 261, Blast 1621

We can get WeaponMAG scaling by comparing damage between weapons.

  • Shock scaling: MAG, so [(100-32)/0,2)] /340 MAG increase = 68/0,2/340= 1
  • Hit scaling: again MAG so [(261-159)/0,2]/MAG 340 increase=102/0,2/340=510/340=1,5
  • Blast scaling: as the above so [(1621-1281)/0,2]/340 MAG increase=340/0,2/340=1700/340=5



Just to make sure let's calculate results for

Character STR 300/MAG 300

DF Wooden Wall: 103/220
Shock 32, hit 194, blast 1396

Gold Knight's Honor: 272/560
Shock 100, Hit 296 , Blast 1736

  • Shock scaling:  100-32/0,2/340=1
  • Hit scaling: (296 -194)/0,2/340/=102/0,2/340=510/340=1,5
  • Blast scaling: (1736-1396)/0,2/340=340/0,2/340=5

OK, it's a match.

Conclusions:

  • Hemispherical shock scales with the weaponMAG only as the numbers are the same regardless of character stats.
  • Weapon MAG scaling for damage components of two different characters match perfectly so we got:
  • Hemispherical shock: 0%
  • Beam hit: 150%
  • Blast 500%

OK, let's discover

Demonspite CharMAG (scaling)

We need data comparison from merely one shield Gold Knight's Honor: 272/560 Character STR 128/MAG 184
Shock 100, Hit 261, Blast 1621


Character STR 300/MAG 300
Shock 100, Hit 296 , Blast 1736

Shock scaling: 100-100/0,2/300-184=0 Definitely doesn't depend on character stats
Hit scaling:  296-261/0,2/116=175/116=1,5
Blast scaling: 1736-1621/0,2/116=575/116=4,95

Conclusions:

  • Shock scaling definitely doesn't depend on character stats
  • Demonspite CharacterMAG scaling is:
    • Hemispherical shock: 0%
    • Beam hit: 150%
    • Blast 495%

Now we need

Demonspite baseMAG (value)

Let's make some equations for

Cyclops: DEF 95/MDEF 60, Dark scaling 1 (100%), limb damage scaling 0,2 (20%)

Character: STR 300/MAG 300, Gold Knight's Honor: 272/560

Shock 100, Hit 296 , Blast 1736

Shock

Cyclops leg shock damage reading - 100

Shock skill damage = baseMAG+(CharacterMAG*0)+ (WeaponMAG*1)

Cyclops shock damage = [(Shock skill damage*elemental modifier) - CyclopsMDEF]*limb damage modifier

Cyclops shock damage = [([(0+baseMAG+0+(CharacterMAG*0*1)+0+(WeaponMAG*1*1)]*1*1 ) - CyclopsMDEF]*0,2

now we insert known values

100= [(0+baseMAG + 0+0+560*1) -60]*0,2
500 + 60 = baseMAG +560
560 - 560=baseMAG
baseMAG=0 No baseMAG


Beam hit

Cyclops leg beam damage - 296

Cyclops beam damage = [(Beam skill damage*elemental modifier) - CyclopsMDEF]*limb damage modifier

Beam skill damage = baseMAG+(WeaponMAG*1,5)+(CharacterMAG*1,5)

Cyclops beam damage = [(baseMAG+WeaponMAG*1,5+CharacterMAG*1,5) - CyclopsMDEF]*0,2

now we insert known values

296/ 0,2= [0+ baseMAG +0 +0 + (560*1,5)+ (300*1,5)]-60

1480+60= baseMAG+840+450

baseMAG=250

Blast

Cyclops leg blast damage - 1736

Cyclops blast damage = [(Blast skill damage*elemental modifier) - CyclopsMDEF]*limb damage modifier

Blast skill damage = baseMAG =WeaponMAG*5+CharacterMAG*4,95

Cyclops beam damage = [(baseMAG+WeaponMAG*5+CharacterMAG*4,95) - CyclopsMDEF]*0,2

now we insert known values

8680=[0+ baseMAG+0 +0 +(560*5)+ (300*4,95] - 60

8620= baseMAG+ 2800+ 1485

baseMAG=4335 - that's an odd number.


Final Demonspite scaling for Cyclops leg

Hemispherical shock: baseMAG=0, CharacterMAG 0%, WeaponMAG 100%

Beam hit: baseMAG=250, 150% CharacterMAG, 150% WeaponMAG

Blast: baseMAG=4335,  495% CharacterMAG, 500% WeaponMAG


Let's compare it with Skeleton Brute data.

Skeleton Brute scaling

MDEF 450, Dark scaling 0,2 (80% resistance)

Character STR 128/MAG 184

Rusted Magick Shield:5/9
Blast 379

DF Wooden Wall: 103/220
Blast 506

Gold Knight's Honor: 272/560
Shock 66, blast 710

Gold Dark Buckler: 447/845
Shock 237, blast 881

Character 300 STR/300 MAG

Rusted Magick Shield:5/9
Blast 448

DF Wooden Wall: 103/220
Blast 576

Gold Knight's Honor: 272/560
Shock 66, blast 780

Gold Dark Buckler: 447/845
Shock 238, blast 950


Demonspite WeapMAG (scaling)

Shock

Character STR 128/MAG 184

Gold Knight's Honor: 272/560
Shock 66

Gold Dark Buckler: 447/845
Shock 237

237-66/845-560=171/285=0,6

Character 300 STR/300 MAG

Gold Knight's Honor: 272/560
Shock 66

Gold Dark Buckler: 447/845
Shock 238

238-66/845-560=171/285=0,6 (60%)

It's was 1,0 with Cyclops leg, that's off.


Blast

Character STR 128/MAG 184

Rusted Magick Shield:5/9 - 379

DF Wooden Wall: 103/220 - 506

127/211= 0,6 (60%)

Gold Knight's Honor: 272/560 - 710

204/340 = 0,6 (60%)

Gold Dark Buckler: 447/845 - 881

171/285= 0,6 (60%)

It was 5,0 with Cyclops leg, that's off.



and for

Character 300 STR/300 MAG

Rusted Magick Shield:5/9 - 448

en Wall: 103/220 -576

128/211 = 0,6 (60%)

Gold Knight's Honor: 272/560 -780

204/340= 0,6 (60%)

Gold Dark Buckler: 447/845 - 950

170/285 = 0,6 (60%)

Again, results match previous character, but not the Cyclops leg tests.


Demonspite CharMAG (scaling)

Shock

Character STR 128/MAG 184

Gold Knight's Honor: 272/560
Shock 66


Character 300 STR/300 MAG Gold Knight's Honor: 272/560
Shock 66

66-66/300-184=0/116=0 No CharMAG scaling.

That's in line with Cyclops tests.


Blast

Character STR 128/MAG 184

Gold Knight's Honor: 272/560 - 710

Character 300 STR/300 MAG

Gold Knight's Honor: 272/560 -780

780-710/300-184=70/116=0,6 (60%)

That's not in line with Cyclops tests, again. Anyway, the equation so far



Blast skill damage = baseMAG+0,6*CharMAG+0,6*WeapMAG



Demonspite baseMAG (value)

Since we have our CharMAG and WeapMAG scaling, we can insert those into equation and test against some readings. Let's take

Character 300 STR/300 MAG

Gold Knight's Honor: 272/560 - 780

780 = baseMAG+0,6*CharMAG+0,6*WeapMAG - 450

780+450=baseMAG+0,6*300+0,6*560

1230=baseMAG+180+336

baseMAG=1230-516=714 Hmm, that isn't very round either. Final equation for the blast is:

Blast skill damage = 714+0,6*CharMAG+0,6*WeapMAG

Substitute test subjects

Now, since I can't get any readings for Beam hit on Skeleton Brute, and I really don't like to rely on a single set of data, I will test this on something else. I choose you!

Phantom

MDEF 150, Dark 50% vs Demonspite

Character STR 128/MAG 184, DF Wooden Wall: 103/220

258239 base
258309 shock
258587 hit1
shock 70
hit1 278


You probably have noticed something. Shock damage is in line with

Cyclops shock damage = WeaponMAG *1=220

And here we have 70 damage reading.


Phantom shock damage = (WeaponMAG *1)*Elemental modifier - PhantomMDEF

This is a Neutral Magick therefore modifier is 1

Phantom shock damage =220 -170=70  We have a match.


No blast damage: that's cause Phantom dispersed immediately after being hit by the beam. Let's test our Cyclops Beam hit equation then

Beam skill damage = 250+184*1,5+220*1,5=250+276+330=856

Beam damage 856*0,5-150=278 Match again.



I guess we can agree that those two scalings are OK so far.

Hemispherical shock: baseMAG=0, CharacterMAG 0%, WeaponMAG 100%

Beam hit: baseMAG=250, 150% CharacterMAG, 150% WeaponMAG


Eliminator

has good MDEF (950) and no Dark resistance. And is of similar size as Skeleton Brute.

Character STR 128/MAG 184, DF Wooden Wall: 103/220

256889 base
256889 shock
257075 hit1
257261 hit2
257447 hit3
257633 hit4
257819 Hit5
260249 blast

Shock 0
Hit1 186
Hit2 186
Hit3 186
Hit4 186
Hit5 186
Blast 2430

Beam hit

According to Cyclops (leg) equation

Beam hit: baseMAG=250, 150% CharacterMAG, 150% WeaponMAG

Cyclops Beam damage is 250+184*1,5+220*1,5=250+276+330=856 OK, beam hit is odd.

Blast

According to Skeleton Brute equation

714+60% CharacterMAG, 60% WeaponMAG
Blast damage = 714+0,6*184+0,6*220-950=714+110+132-950= 6  That can't be right.

According to Cyclops leg equation

Blast: baseMAG=4335,  495% CharacterMAG, 500% WeaponMAG
Blast damage=4335 +184*4,95+220*5 -950=4335+910+1100-950=5395 OK, that's not right as well.

Idk, is it cause a complex hitbox? Let's try something simpler, but strong enough to survive the blast.

Wraith

MDEF 650, Dark modifier 0,2
if not this one, nothing will do. I'll need another character for this

Character STR 243/MAG 303
DF Wooden Wall: 103/220
776574 base
776574  shock
776574  hit
777336 blast bingo! Suck it hitboxes ;)
Blast damage: 762

let's try again
789412 base
789412  shock
789412  hit
790174 blast
Blast damage: 762

Gold Knight's Honor: 272/560
764864 base
764864 shock
765966 blast
Blast 1102 K, time to calculate

Demonspite WeapMAG scaling

1102-762/560-220=340/340=1 Hmm, 100% scaling?

Now we need to level up a bit and try with better MAG

Demonspite CharMAG scaling

Character STR 255/MAG 333
DF Wooden Wall: 103/220
751916 base
752708 blast
Blast 792

and again

745252 base
746044 blast
blast 792



Gold Knight's Honor: 272/560
758744 base
759876 blast
Blast 1130

754624 base
755756 blast
blast 1132



So, for DF Wooden Wall: 103/220
we get 30 damage increase per 30 MAG increase
792-762/333-303=30/30=1 (100% scaling)

For Gold Knight's Honor: 272/560
we get 28 increase per 30 MAG increase
1130-1102 /333-303=0,93 (93% scaling)

Hmm, could it be the damage is bigger or smaller based on the distance? Or the rounding error. Let's try the bigger value

1132-1102 /333-303=30/30=1 (100% scaling)

Let's say it's 100% then.

Demonspite blast: baseMAG, 100% CharMAG, 100%WeapMAG

now we just need

Demonspite baseMAG

Character STR 255/MAG 333
DF Wooden Wall: 103/220

Demonspite Blast damage = 792

Demonspite Blast damage= Blast skill damage*elemental modifier-WraithMDEF Blast skill damage = baseMAG+1*CharMAG + 1*WeapMAG Demonspite Blast damage = baseMAG+1*CharMAG + 1*WeapMAG -WraithMDEF 792= baseMAG+1*CharMAG + 1*WeapMAG -WraithMDEF 792=baseMAG+1*333+1*220 - 650 792+650=baseMAG+553 baseMAG=1442-553=889


All right, something's definitely off. Either there's some error involved, or...

Hmm, is the blast damage NOT Neutral Magick?

What if the blast is of Dark element?

Y know, just like the beam. Due to very simple hitbox let's stay by

Wraith

MDEF 650, Dark modifier 0,2

To apply Dark modifier we better calculate total values for our damage readings. We'll do this by inversing

Demonspite Blast damage= Blast skill damage*elemental modifier-WraithMDEF

Character STR 243/MAG 303
DF Wooden Wall: 103/220
Blast damage: 762

Demonspite Blast damage= Blast skill damage*elemental modifier-WraithMDEF

762=Blast skill damage*0,2-650

Blast skill damage= (762+650)/0,2= 7060



Gold Knight's Honor: 272/560
Blast 1102



Blast skill damage= (1102+650)/0,2= 8760

Demonspite WeapMAG (scaling)

8760-7060/560-220=1700/340=5 Hmm, 500%? That's...pretty high. But round ;)


Demonspite CharMAG (scaling)

Character STR 255/MAG 333
DF Wooden Wall: 103/220
Blast 792

Blast skill damage=(792+650)/0,2= 7210

7210-7060/333-303=150/30=5 Hah, another 500%

Gold Knight's Honor: 272/560
blast 1132


Blast skill damage=(1132+650)/0,2=8910

8910-8760/333-303=150/30=5 A match!

So for Wraith our

Blast skill damage is baseMAG, 500% CharMAG, 500% WeapMAG

Demonspite baseMAG (value)

let's insert some values to the equation

Character STR 255/MAG 333
DF Wooden Wall: 103/220

Blast 792

Blast skill damage= 7210

Blast skill damage= baseMAG+5*333+5*220

7210= baseMAG+1665+1100

baseMAG=7210-2765=4444 What kind of number is this?

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