Here are my results:
- “any” critical hit/heal/dot tick (no matter what dmg/heal amount) = 1 Ultimate
- “any” damage/heal greater than 1% and lower than 5% of target’s max. HP = 1 Ultimate
- “any” additional 4% of damage dealt, after the first 1% = 1 additional Ultimate
- “any” additional 6% of healing done, after the first 1% = 1 additional Ultimate
- Ultimate skills, can not generate Ultimate points, not even with critical hits
Here are the approximated formulas for non critical hits and damage/healing done > 1% of targets max. HP:
- Damage: Ultimate Gain = 1 + TRUNC((damage dealt % – 1%) / 4%)
- Healing: Ultimate Gain = 1 + TRUNC((healing done % – 1%) / 6%)
NOTE: U need to-be “in combat” to actually gain none critical Ultimate.
Examples:
attacking a 2295 HP target:
- 64 dmg = 2,79% = 1 Ultimate
- 134 dmg = 5,84% = 2 Ultimate
- 232 dmg = 10,11% = 3 Ultimate
- 382 dmg = 16,64% = 4 Ultimate
- 476 dmg = 20,74% = 5 Ultimate
- 486 dmg = 21,18% = 6 Ultimate
attacking a 9954 HP target:
- 64 dmg = 0,64% = 0 Ultimate
- 100 dmg = 1,00% = 1 Ultimate
healing a 2869 HP target:
- 25 heal = 0,87% = 0 Ultimate
- 40 heal = 1,39% = 1 Ultimate
- 282 heal = 9,83% = 2 Ultimate
- 376 heal = 13,11% = 3 Ultimate
This explains why u may not get any Ultimate from Boss fights, since u need to break the 1% damage barrier with a single dmg event. Multi hit attacks count separate, so if u deal 3x 0.8% damage u will not get any Ultimate, while if u hit 3x 1,1% u will get 3 Ultimate. Weapon glyphs and DoT ticks that can break the 1% barrier, will also generate Ultimate from none critical hit’s.
PS: I tested this up to 23% damage dealt, so much higher values may not apply to those rules. I did found one case where the above healing formula did not 100% work and results in one less ultimate gained, but still worked for all other cases.
Originally posted by Andy44 on Tamriel Foundry