Different Types of Combat Numbers (e.g. Fly-by-Text)

Discussion in 'Oracle’s Database (Guides)' started by Superskull85, Feb 27, 2016.

  1. Superskull85 Devoted Player

    Overview

    I saw a thread with wrong, missing and/or incomplete information so I wrote this up. Posting it here in case I need to edit it. It is not 100% inclusive resource but is fairly complete. Feel free to suggest changes, corrections, additions or supply exact modifier values that were left vague.

    Some things that should be added/looked into:
    • Exact Atomic percentages
    • Healing and damage from Type C & D Affinity Mods
    • (If applicable) Advanced Mechanic distance modifiers for: range, mid range and close range. These may vary by powerset but if anyone knows if they don't please post them and I'll add them for reference.
    • Earth's Damage Absorption maximum while Brick is out (without Gemstone Shield).
    • Earth's Gemstone Shield Damage Absorption levels.
    I have included Census data where applicable to illustrate examples.

    Damage Factor

    Where applicable damage is affected by:
    • It's base number or modifier
    • It's scaling stat
    • It's Damage Modifier (35%, 40%, 45%, 50% or 60%)
    • It's Advanced Mechanic modifier (usually initiated by some form of buff state that is typically named in the powersets description such as Savage State or Bullet Frenzy)
    • Your distance (range < mid range < close range)
    • Weapon Mastery critical magnitude increases (varies; and only applies when a Advanced Mechanic buff is not active)
    Health Healing Factor

    Where applicable Health healing is affected by:
    • It's base number
    • If Damage or Healer: 25% * (Restoration + League Proficiency (3%) * Restoration + Dominance)
    • If Controller: 25% * (Restoration + League Proficiency (3%) * Restoration + 200% * Dominance)
    • If Tank: 25% * (Restoration + CR Banded Restoration Buff + League Proficiency (3%) * Restoration + 200% * Dominance)
    • Healing Received (100%) - Health Healing Debuffs (7%) + Quick Healing (10%) + League Proficiency (3%) (+ Tank Buff (80%))
    • If Healer: Healer Bonus (65%)
    Power Healing Factor

    Where applicable Power healing is affected by:
    • It's base number
    • if Damage, Healer or Tank: 10% * (Vitalization + League Proficiency (3%) * Vitalization)
    • If Controller: 10% * 200% * (Vitalization + League Proficiency (3%) * Vitalization)
    • Power Received (100%) - Power Healing Debuffs + League Proficiency (3%)
    Orange Numbers - Pet Damage

    As said is produced by any kind of pet damage. All pets scale with CR. Each attack has a base "modifier" that is applied to your CR to get their base attack value. More specifically they are affected by the level they are given when summoned. This level is a reflection of your CR. If you change your CR and have a pet out you will want to resummon that pet to get your new CR value.

    For Brick and Fury that base attack value is further increased by your distance (not your pets) form your target: range < mid range < close range. (As of this post only the Damage role will provide this range scaling.)

    Some exception apply:
    • Vanity pets use static stats.
    • Pets summoned by a Legend's character or form apply the form specific CR that they set.
    Yellow Number - Power Type Damage

    Power Type (powerset) damage. Damage produced by sources that are considered "Power Types." As of this post Power Types include all damage that is initiated from the tray but not comboed of: Ice, Fire, Nature, Sorcery, Gadgets, Mental, Light, Electricity, Earth, Quantum, Rage, Celestial, Munitions, Atomic. In addition to damage caused by Atomic Combos.

    In addition this type of damage can be applied from a hidden source through specific weapon buffs. These buffs include: Neo-Venom Boost, Weapon of Destiny, Intimidation, Menace, Atom-Powered Assault, Warped Reality, Ice Bash and Fiery Weapon.

    All Legends characters and forms that change your tray can also produce Power Type damage. Each of them will artificially set your Might to a set amount. They also may artificially apply a Damage Modifier.

    All damage is generally affected by a Base Value multiplied by 25% of your Might. Damage is also affected by the Damage Factor.

    Some indirect exceptions apply:
    • Rage's Berserk - Damage is based on 100% of all damage before a Berserk tick goes off. Damage cannot actually be modified by a critical hit. Critical hits are fakely displayed during fly-by-text.
    • Quantum's Time Bomb - Damage is multitive of all damage dealt before the Time Bomb Explosion goes off. Damage cannot actually be modified by a critical hit. Critical hits are fakely displayed during fly-by-text.
    White Numbers - Power Source Damage

    Power Source (weapon/tool) damage. Damage produced by all Weapons, Consumables, Trinkets, Environment Item Effects and Environment Item Throws. As of this post Power Type damage includes all consumable, trinket and weapon damage including: Bow, Brawling, Dual Pistol, Dual Wield, Hand Blast, Martial Arts, One-Handed, Rifle, Shield, Staff and Two-Handed.

    In addition type of can be produced by all powerset-based combos except for Atomic Combos. This includes but not limited to: Light's Construct Combos, Earth's Aftershocks, Celestial's Cleansed <Name> and Corrupted <Name> Combos, Rage's Combos and Quantum's Einstein's Ray Uppercut combo.

    All Legends characters and forms that change your weaponset can also produce Power Source damage. Each of them will artificially set your Precision to a set amount. They also may artificially apply a Damage Modifier.

    All damage is generally affected by an Attack Multitive of your DPS (from your weapon) + (Precision / 100)). Damage is also affected by the Damage Factor.

    Some exception apply:
    • All damage produced directly from Consumables. This damage is artificially set by the Consumable. Cannot be affected by critical damage and all criticals are fake in fly-by-text.
    • All damage produced directly from Trinkets. This damage is artificially set by the Trinket. Cannot be affected by critical damage and all criticals are fake in fly-by-text. Base Trinkets are further multiplied by Mainframe purchases.
    • All damage caused by items in the environment. This damage is artificially set by the item. Cannot be affected by critical damage and all criticals are fake in fly-by-text.
    • All damage caused by item throws. This damage is based on your "strength". Cannot be affected by critical damage and all criticals are fake in fly-by-text.
    Green Numbers - Health Healing

    Healing produced from all sources. Healing numbers generally scale by Restoration and Dominance (for every role) followed by the Health Healing Factor.

    This will include but not limited to:
    • All Power Type and Power Source's that heal. Including both player, NPC or form.
    • Healing barrels (or Environment Items in general)
    • Regenerative Healing
    • Healing over time from Supply Drop's
    Some exceptions apply:
    • All healing from Soder's. This healing is either artificially set or based on a percentage of your Maximum Health. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Burst healing from Supply Drop's and Sidekick's. This healing is based on a percentage of your Maximum Health banded by Mainframe levels. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Healing from Rage Mode. This healing is based on 100% of Damage In before a Rage Heal ticks. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Healing from Rage Combos. This healing is based on damage you deal before a tick occurs. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Healing from Watcher. This healing is based on your CR.
    • Healing from Atomic Comos. This healing is based on a portion of your Dominance per tick. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Healing from Atomic Tank's Quark-Gluon Aura. This healing is based on a portion of your Maximum Health. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Healing from
    • Restorative Adaptor. This healing is artificially banded by Mainframe levels. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    Note: Healing In is based on the caster. So for example a Healing Barrel broken by an NPC will net the base value for that barrel in most cases because NPC's don't generally have Restoration.
    • Like x 3
  2. Superskull85 Devoted Player

    Blue Numbers - Power Healing

    All Power healing from all sources. Power healing is affected by 100% of Vitalization followed by the Power Healing Factor. It is possible to have negative Blue Numbers. This indicates a loss of Power instead of a gain to yourself. You cannot see negative Blue Numbers on other targets.

    This will include but not limited to:
    • All Power Type and Power Source's that heal. Including both player, NPC or form.
    • Any Power returned from a Breakout when putting a point in Knockback Recovery, Stun Recovery and/or Breakout Mastery. The description is misleading since it provides you with the base value and doesn't specify that it could be more than that.
    • Healing barrels (or Environment Items in general)
    • Healing over time from Supply Drop's
    Some exceptions apply:
    • All healing from Soder's. This healing is either artificially set or based on a percentage of your Maximum Power. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Burst healing from Supply Drop's and Sidekick's. This healing is based on a percentage of your Maximum Power banded by Mainframe levels. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Replenishing Adaptor. This healing is artificially set banded by Mainframe levels. Cannot be affected by criticals and all criticals are fake in fly-by-text.
    • Power Bubbles from Solo and Duo NPC's up on death. This healing is artificially banded by CR but can be affected by Tactical Mods and League Proficiency.
    Grey Numbers - Damage Absorption

    All Damage Absorption from all sources. Damage Absorption can be anywhere between 1-100% and may or may not have a cap. Damage Absorption with a cap is capped by 100% * (Restoration + Dominance) except for Reflection that is 10 000 + 100% * Dominance.

    Damage Absorption filters Damage In before it becomes a Red Number affecting the target's Health.
    In addition Damage Absorption rates are altered in PvP vs PvE.
    All Damage Absorption has a cap except for:
    • Earth Tank's Aftershock Absorption (up to 50%) or Earth Tank's Damage Shift (from having Brick out)
    • Atomic Tank's Quark-Gluon Aura while not Blocking (20%)
    Some exceptions apply:
    • Personal Dampening Fields. Cap is artificially banded by the Consumable type.
    • Absorption Adaptor. Cap is artificially banded by Mainframe levels.
    • Other Consumable shields. Cap is artificially set.
    • NPC Invulnerability. Cap is unlimited and damage is fake. Will show as Orange, Yellow or White Numbers.
    Please note: It is possible for attacks to take all of your Damage Absorption and all of your Health at once regardless of your Defense. These are known as Death Attacks. Please see Damage In for more detailed information.

    Red Numbers - Damage in

    All remaining damage after apply Defense/Toughness and Damage Absorption. This damage will directly affect your Health.

    It is possible for damage to be percentage based.

    For example in DCUO there exists attacks called "Death Attacks." These attacks check if you as an individual are Blocking or not when the attack goes off. If you are not Blocking you lose 100% of your Health regardless if you have Damage Absorption up or not. A Tank will see a much greater number than a non-Tank. So if you are Rage Tank and you get hit by "100 000" it is probably likely due to the attack taking 100% of your Health and not because it actually does 100 000 to all players regardless of role.

    Examples of a Death Attack (usually denoted by a skull to the left of their nameplate and over their head):
    • Carol Ferris' pulse (need actual name) - Caused by Carol getting powered up by Predator's glyphs and create a pulse of damage
    • Wonder Woman's Amazonian Reflection (actual name?) - Hitting her while she is blocking
    • Nekron's slam (need actual name) - Nekron will radiate with death/black energy around him and create a pulse of damage
    • Nekron's execute (need actual name) - Nekron will direct a fairly thin beam of death/black energy to a single target
    That said there are exceptions to this rule. Some of those exceptions:
    • The large "ball" attack by the Avatar of Meta in Power Core and Prime Battleground. This attack is still set to "high damage" instead of a percentage. It is technically a Death Attack but can be survived with gear
    • The Paradox bosses in Paradox Wave. They're all in a form a ball either an encasement, multiple or not. Their attacks are still to "high damage" instead of percentage. They're all technically a Death attack but can be survived with gear.
    Invincible but Coloured Numbers

    These numbers are hidden but will correspond to a number described above. These numbers are not always indicated on your UI. These include but not limited to:
    • Health healing from your Innate Power buff. These are Invisible Green Numbers. Examples that can trigger this: Roleless Health Buffs (both Blocking and not Blocking), Breakout Regeneration and Out-Of-Combat Regeneration. All of these numbers are affected by a percentage of your Maximum Health. These numbers will not show in your Combat Log.
    • Power healing from Innate Power buff. These are Invisible Blue Numbers. Examples that can trigger this: Roleless Power Buffs (both Blocking and not Blocking), Out-Of-Combat Regeneration and Advanced Mechanic Regeneration. All of these numbers are affected by a percentage of your Maximum Power. These numbers will not show in your Combat Log.
    Some exceptions apply:
    • Supercharge. These numbers are colourless but affect your Supercharge amount. Supercharge is equal to 1000 + Extended Supercharge (35%) * 1000. Healing you receive from this source is banded by combo tiers. These numbers will show in your Combat Log.
    • Weapon Combo Regen. These are Blue Numbers but are not set on Maximum Power. Instead they are banded by combo tiers. These numbers will show in your Combat Log.
    • Like x 1
  3. Superskull85 Devoted Player

  4. Here2Help Devoted Player

    Great job! I'm sure it'll help a lot of the newer players understand what all of the different numbers and colours on their screen represents :)
  5. Rokyn Dedicated Player

    Oh I like this! Very nice! Seems like a lot to take on but very handy. Are you going to include the formula for might base number calculation? I see one for precision but not one for might.
  6. Rokyn Dedicated Player

    Some stuff to note that I saw after a quick skim:

    In the list you have for healing-in, sidekicks also heal for a percentage of your maximum health as well similar to a supply drop.

    Earth tanks don't use damage shift anymore but it is now innately tied with Brick. Casting powers as Earth, grants 25% absorption innately and with Brick out, 33% of the damage received is transferred over to him.

    Atomic's absorption with QGA while not blocking has been changed to 20%.
  7. Superskull85 Devoted Player

    I'll add Sidekick, update Atomi's Absorption and add clarification for the Damage Shift note. It is still "technically" Damage Shift but it is hidden and passive like you said.

    I may. I don't want to add too much math though. My goal was simply to clarify what is considered X damage and what recognizable aspects of the game go into that damage. For example League Proficiencies and Quick Healing are fairly easy to recognize. The fairly lengthy and somewhat complex equation for damage on the other hand is not generally recognized. However I do allude to portion of the "general" equation (since the same kind of equation is used for almost all numbers) but I think I should keep it at that.

    Also as I noted in the first section this is not 100% inclusive list. I wrote it from memory so make suggestions as you see that they should be added. I try to make notes in the Overview section for things I know are missing but haven't retrieved the values/information for.
  8. Superskull85 Devoted Player

    Added some information regarding percentage based damage and Death Attacks. This is very incomplete. Any and all examples of percentage based damage including Death Attacks (where the attack takes 100% of your Health if not Blocking) is greatly appreciated. Having exceptions where the attack is supposed to be a Death Attack but instead still does "very high damage" ala Paradox Wave would be welcomed too.

    This is a topic that is not really covered well in general so documenting this specific information would actually be beneficial to knowing when you absolutely must Block or not. For example when Atomic Tanking. So any help would be appreciated. :)
  9. Superskull85 Devoted Player

    Added this specific example to Blue Numbers:
    • Any Power returned from a Breakout when putting a point in Knockback Recovery, Stun Recovery and/or Breakout Mastery. The description is misleading since it provides you with the base value and doesn't specify that it could be more than that.
    I see this a lot in forums that say "it doesn't scale." It does scale, with Vitalization, but the description can make you believe it does not.
  10. loupblanc Dedicated Player

    This is great info. Good work Superskull.

    You might want to note that based on latest update, there seems to be a ninja update to combat log info is now showing a little differently.

    Quoted from this Mental Damage thread:
    Do note its not yet been confirmed by the devs whether this is indeed happening and whether its intended or not.
  11. Superskull85 Devoted Player

    It has always been liked that and intended. Combat log shows exact numbers (what is left to take/deal) and fly-by-text shows what you would do given enough Health (both ends).

    I can add a note about it though.
  12. loupblanc Dedicated Player

    It has always been like that? I don't think thats the case. Whatever it is, there is definitely a global change somewhere, whether it be in the combat log information or some place else. I am only noticing it on damage out atm.

    Case in point, I recently had a crit hit on a Flip Slash of 1k+ only, in a T4 duo when crit hits for me on Flip Slash average out on 13k+ with lows of 9k and highs of 16k+, depending on the damage modifier in use (I have no access to Home Turf mods).
  13. Superskull85 Devoted Player

    Per the combat log, yes, that is what makes getting base Power costs so easy. I have no idea about false criticals though.