Saw this interesting post from Oleg on another forum: http://www.planetcalypsoforum.com/f...wdsourcing-damage-data-for-Creatures-subforum In it he describes a method to calculate the maximum damage a mob can do based on the damage reduction for a received crit. I'm going to selectively quote from his posts. If " when you receive an additional damage critical hit from a mob where 3*(L+1) is lower than your Evader profession (or Dodger profession for ranged mobs). So for example if the mob is L6, 3*(L+1) = 3*7 = 21, so your Evader must be 21 or above in order to get a verified figure." Then if the damage reduction = x hp then max damage = x/0.15 He shows some examples in post 3. Note max damage is always an integer. So this calculation is an approximation. The crit must be an additional damage crit, not an armour penetration crit. Now I haven't seen Oleg's reasoning but I have a lot of confidence in the rigour of his research based on other findings he has posted. If I can use this method it will save me a bit of stuffing around as normally I have to take a significant amount of hits from each mob of each maturity to get a reliable estimate of max damage. And I either have to hunt naked or with armour that us fully utilised when hit so that I know how exactly much protection I got for a given hit. So this is a really useful technique. Now I can just hunt normally and watch for crits.

Thanks for sharing this here. The rationale for the test came from Doer's work on determining how the critical hit reduction is calculated, which you can see at http://www.planetcalypsoforum.com/f...w-does-avatar-skill-affect-the-crit-reduction I don't know if it will be useful for Arkadia mobs because I think we have all of the damage information already thanks to the work Mathias did a while back putting those details into Entropedia, but it's certainly useful for mobs on Calypso where we don't have that information from an official source. I'm hoping that with a bit more data I can work out a way to get an accurate figure for higher level mobs. It's already possible to use the crit test to get an approximation but I think by cross-referencing data from multiple people it will eventually be possible to get an exact number, though it's likely to be harder work than it is for lower level mobs. There's some information about my work on that towards the end of Doer's thread.

Just to clarify this part: x/0.15 will be an approximation, but when rounded to the nearest integer, that integer will be the correct figure for maximum damage, not an approximation, as long as the conditions of the test are satisfied. You can check it by reversing the calculation: MaxDamage * 0.15 gives the critical reduction, which will be rounded to one decimal place when displayed. They key to all of this is that if your Evader (or Dodger for ranged attacks) is more than 3 times the L number of the mob, you will get the maximum reduction, which is equal 15% of the maximum non-critical damage. However one of the things I found when researching this is that the actual L number is not necessarily equal to the displayed integer value, but is in fact rounded or truncated - I'm not sure yet how exactly this works. The +1 in the 3*(L+1) condition is included to account for this discrepancy. Those with Evader close to but lower than 3*(L+1) may still be able to get the maximum reduction.