Talk:Tempo Royale/@comment-135.0.16.130-20170604025247/@comment-27465847-20170604121024

In a game where stuff is randomly rounded up or down in the very same instance (both .75 Puncture values and Vectis' .25 Slash value get rounded up but Supra's .75 Slash value gets rounded down) seemingless with no rules in place and where every value seems to be rounded one way or another before calculating the next step, odd things very well will always happen (it actually does deal 147 as a base).

In general, you want to pick a combination of weapon and 'test subject' where the majority of the damage isn't amplified, e.g. Machinery for the heavily Slash-based Galatine or pick an elemental weapon (Dark Split-Sword or Zenistar) since those are usually 'more accurate' and you'll find a base health type without any subsequent modifiers most of the time. Also, if you can avoid anything that has body part multipliers (such as heads), that'll further streamline the results. Throw in Zenurik's active ability for a static environment if you have it (or just use Bastille; those two will also let you avoid almost all headshots).

Like this, perfectly in line with the actual base of the weapon. Another example of the bad math done in Warframe: a Mutalist Osprey, after a slam attack while under the effect of Zenurik (Ospreys are susceptible to stealth bonuses since they stay on ground level for the whole cc duration), would take 723 damage from a normal hit (90 * 8 = 720), 1084 for the 150% hits (90 * 1.5 * 8 = 1080), 1630 for the same hit at 1.5x combo (90 * 1.5² * 8 = 1620), and 2168 for the 200% hits at 1.5x (90 * 1.5 * 8 * 2 = 2160). There's not really a reason why this happens but it does, and it makes testing a mess.

Tl;dr: August Mesto's multipliers seem fine, didn't bother to test more.