Hi, folks. For those of you who use (or have not yet used) the wiki, we added a table with all combat T4 and T4 (Purge) thralls that includes all relevant stats, sortable. So, use this to pick what you want, the stats that complement your playstyle or just to see what is in your inventory prior to placement.
How much do these melee damage modifiers affect the actual damage the thralls do? And how much better / worse is it than extra strength points?
For example: Cimmerian Berserker starts with 15 STR and has a melee modifier of 3,92. Janos has 30 STR but only 3,4125 melee modifier.
So, would Janosā 15 extra starting strength make a bigger difference than the 0,5075 melee modifier? Or would the Cimmerian Berserker do more damage due to the slightly higher melee modifier?
I wish we could answer that, Force, but suspect you would not like the result.
I canāt find the relationship between STR and STR damage multiplier in the devkit, but have done some comparisons with AGI.
As a player, AGI is related to innate armor at a 4 to 1 ratio; 1 point of AGI imparts 4 armor, always. Thralls, however, do not retain a fixed relationship between AGI and innate armor. A quick glance at a few thralls show 5 to 1 and 10 to 1 for two different named thralls. A logical, but unproven, conclusion is that both AGI and STR to armor and melee damage multiplier (and other stats) are based on faction or race, or something altogether different.
Could there be a browser difference, Dysco? Iām using Chrome. The only other thing that comes to mind is that you sorted on a column and they are not in the default order (alphabetical by name).
I think I figured it out. When I click the link you provided, it brings me to a page where all the types of followers are listed by a section that can be expanded. When I click the Fighters section, itsā not there; however, the āshow t4 and t4 Archers and Fightersā section does have them.
They are missing from the named fighter section though. Cim berserkers are there, so I was assuming Relic Hunters should be there as well.
Good catch. As to the details, the āAll Fightersā is driven by the individual thrallās page through a database query and the Fighter table is updated by hand. With the desire to update the wiki as soon as information becomes available, we are leaning to making changes in one spot, not in every page/table. Although more complicated, itās faster and requires less edits, thus less manpower.
Personally, I canāt speak to the Fighter chart, but I am sorry it happened.
I think youāre on the right road, Jot, but several things come to mind.
First, the delta effect would be much more noticeable at level 0 since the STR difference is much more pronounced.
Secondly, we seem to understand the effect of the strength multiplier, straight multiplication. What we do not know is the effect that STR has on damage done to the target. And please, please donāt get me started on armor pen
But then, should we take all the mystery out of the game? I recognize the irony of hearing that from someone who works on the wiki, but I do play the game and rather enjoy discoveries.
The thing that has always bothered me with games is how they present us with numerical information, but not all context affecting the end result so that we end up with a vague sense of ābigger number = betterā but not the exact effect. With things like hidden damage multipliers, and with no accurate info on how much an extra point of STR affects damage, weāve no way of knowing whether Janos hits harder than a Cimmerian Berserker.
This is by no means exclusively a Conan Exiles feature. Many games have similar issues with presenting enough numbers to tease players about the possibility to optimize, but not enough data to actually optimize. If JRPG character A has STR 1375 and an attack effectiveness C, does he do more or less damage than character B who has STR 1285 but an attack effectiveness of B+, or does it depend on an extra factor that isnāt given a visible numerical value?
But Iām a person who loves numbers. I want all the numbers all the time. I donāt necessarily always pick the optimal solution if something else looks cooler or feels more like my style or if I just like another companion character more, but Iād still love to be able to make an informed suboptimal decision.
This isnāt meant as a criticism towards you, Jim1 - on the contrary, I very much appreciate your effort to collect and present us with as much information as possible. Itās more criticism towards game designers with a particular philosophy regarding numbers.
Personally, I fully agree with you. I also like numbers and finite, definite solutions. I also get a thrill when discovering things that are new to me, whether a way to build something better or kill something quicker.
The numbers thing drove me to wiki volunteering and is quite satisfying to see the results that correlate with ingame effects.
For the purpose of discussion, though, I recognize not all think the way we do and get more of a rush with the discovery part, so torn, here. Should we develop a roadmap that someone can follow from the start to the end by following instructions? It would seem to rob those whose main thrill is discovery.
The way I (again, personally) resolve those two opposing views with is the knowledge that wiki use is a choice. The adventurer does not need it, nor particularly want it, but itās there when they get stuck.
Just food for thought. By the way, thanks for your contributions here, Kap, you are well known and have my respect.
from some work on have done, and from basic observations, it looks like thrall multiply the damage of a weapon by the rating. Do not know how the leveling % adds into that formula. that is why it seems the Sword o fCrom does so much more damage than in a players hands.
Basically, without going into crazy formulas I have looked up on the net, a player with 30 str would do roughly 195 DMG with Sword of Crom with a master fitting (+5 DMG). That is using the formula i found of 96+(96+(30/100)). For a thrall i suspect and am 90% sure it is 374 dmg (96*3.90) for like an Erii. Hence the one near 1-shot of 3rd perk vit players (440 health).
This is then adjusted in a final calculation when you strike the enemy, where AP% and armor reduction% figure into final number, along with bonuses from both players different applicable perks.
I may test this tonight on single player. Put down a thrall with 3.9 melee, reset characterā¦then put 440 health on my player, instigate a strike. See how much damage it does. Then use a lower tiered thrall for same thing. My guess is i will be pretty close with the numbers.
And this is my approach to Wikis, guides, etc. too. I like to discover things on my own and rarely resort to guides. That is, as long as the game itself provides me with information. With games like Conan Exiles, where measurable information on the game is limited, trying to discover things on my own becomes frustrating because the information simply is not there.
If a guide exists, people have the choice of using it or not depending on their own personal preferences. If there are no guides, people have to discover things on their own, including in cases where itās not fun. Thatās why Iām grateful for people who write guides even if I donāt always want to use them.
SO my first guess, and will appy by changing weapons is this
Heavy 1st strike is
Wpn x 0.64 x Melee Rating x (1+Str Bonus) = DMG output
So for Dalinisa
76 x 0.64 x 3.9 x (1+0.12) = 212
Waros L0
76 x 0.64 x 3.9 x (1+0.15) = 164
Waros L5
76 x 0.64 x 3.9 x (1+0.20) = 171
Numbers arenāt exact, as there was some rounding but they are so close i am pretty sure. If i do this with Dragon bone tonight, i shouold get
Dalinisa
63 x 0.64 x 3.9 x (1+0.12) = 176
Waros L0
63 x 0.64 x 3.9 x (1+0.15) = 136
Waros L5
63 x 0.64 x 3.9 x (1+0.20) = 142
if not, then back to drawing board. The 0.64 is the wild card, and may not be correct.