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Author Topic: Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) [Locked]
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
the unstyleddamage / damagecap is scaling your style damage with your unstyled damage (base damage).

for example if you have a damage cap of 400 (try it out by hitting a gray mob). then if you hit a enemy for 100 unstyleddamage so you are currently only using 100 / 400 = 25% of your max damage output. this is also aplyed to your style damage there you also get only 100 / 400 = 25% of the max. so if you get more strength and if you then deal 200 unstyled damage with the same weapon you are at 50% of you damage cap and you also deal 50% of sytle damage possible. this is more or less the modifier from strength, armor factor, absorb and so on that keeps you away from the max damage and max style damage. (hope that explained it, ask again if not ^^)

i have not tested ml and cl styles yet. but i would expect them to only have a base value with growth = 0. and i also would guess that toa style bonus will have an impact on that styles as well. but i don't think that it helps a healing class a lot when trying to kill something like pets. adding strength to your template should be more effective i think (but have not tested that yet).

yes some styles can be much better in the beginning (leveling or when being in bg 24, bg 39) then others that start being better at higher levels only.
Devaster-S-  1 star
Posts: 248
Registered: 2003-1-27 16:54:15
Where are you getting the unstyled dmg variable from in your cap damage and style damage equations? Is that just a damage you determine from swinging at a gray mob with no styles?

And why isn't that the damage cap?

I'm working on these equations myself. I'm trying to determine the cap dmg of my RR5 arms with a 6.0 spd weapon and 241 quick and 0 celerity. I'm only getting a cap dmg of 209. This seems low.

 

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Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
Devaster-S-  1 star
Posts: 248
Registered: 2003-1-27 16:54:15
Okay so I figured out that the damagecap equation is for unstyled damage cap. Which matches values I was getting in-game against gray monsters.

But in the final equation what is "unstyleddmg/damagecap + unstyleddmg"? Maybe I'm confusing the unstyled dmg cap and damage cap equations?

And what determines the base value in the final equation? Does that have something to do with your stats like strength? I thought strength also determines damage, but according to the unstyled damage cap equation and my own in-game testing the stat bonus has no effect on unstyled damage. So maybe it has some effect on the base number?

 

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Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
you can not (at least until someone figures out how its calculated) calculate how much damage a given char with a given weapon will do against a given target. so we can't calc this, but we can use results of this that the game outputs us. and we can recalculate some pieces of the puzzle.

so to your armsman. first you did not included all data needed to calc this. how much +item skill your arms got and how much you speced into pole / 2h? and i think you got a 2h weapon with 16.5 dps... without a dps myth and full 10% melee damage. also you dont need quic for unstyled damage, it has no influence on it.

so lets see if we put: 65 spec 2h, 6.0 speed weapon, 0 mythical dps, 10% toa, 16.5 dps weapon into the formula for unstyled cap damage.
=> DAMAGECAP = [[[[[WEAPONDPS * BASEWEAPONSPEED * 10] * (0.94 + BASEWEAPONSPEED * 0.03) + MYTHICALDPS] * TWOHANDBONUS] * TOADAMAGE] / 10 * 3]
=> [[[[[16.5 * 6.0 * 10] * (0.94 + 6.0 * 0.03) + 0] * 1.425] * 1.1] / 10 * 3]
=> 520.5

this is what you get if you hit a gray mob with this char, this spec and this weapon. this is you unstyled damage cap (called DAMAGECAP in the formulas i provided) and the base of all damage calculations the game does. this value can be calculated like i told, or you go hit a gray mob and the game outputs it for you too

the "UNSTYLEDDAMAGE" you really do against an equal equipped target (so you no longer deal cap damage). is not calculate able at the moment. all you can do is if you get a hit on a target. like this:
style performed perfectly (+100)
you hit x for 300(-200) damage.

then you know that you would have done 500 damage (300 + the 200 that got absorbed by resistances) and you also know that your style did 100 of that 500 damage. so you dealed 400 unstyled damage and 100 via style damage. guessing you still are on the arms form the last example (with a 520 damage cap) then you can use:
=> STYLE DAMAGE = (BASE + SPEC * GROTH) / 10 * CURRENTSPEED * UNSTYLEDDAMAGE / DAMAGECAP + UNSTYLEDDAMAGE * TOASTYLE
=> 100 = (BASE + 65 * GROTH) / 10 * CURRENTSPEED * 400 / 520 + 400 * TOASTYLE
then use this one to get your current attack speed:
=> CURRENTSPEED = [[[BASEWEAPONSPEED * 100 * (1 – (MIN(250, QUICKNESS) – 50) / 500)] * (1 – HASTE – CELERITY)] * (1 – TOASPEED)]
=> CURRENTSPEED = [[[6.0 * 100 * (1 – (241 – 50) / 500)] * (1 – HASTE – CELERITY)] * (1 – TOASPEED)]

hope that helps a bit
Devaster-S-  1 star
Posts: 248
Registered: 2003-1-27 16:54:15
Thanks for clearing that up. I guess the equation against level 50 enemies is a bit different.

So what exactly determines that BASE value? I looked at your wiki and it has a range of values changing for each style. Does your weapon stat (strength or strength and dex) determine that?

 

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Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
the base value is calculated with:

damage table:
each class has a value called damage table. that is a simple multiplication on the damage your class deals with weapons it can use (listed in the http://camelotherald.wikia.com on the class pages => "Abilities & Specialization" => "Equipment". please note that weapons you can access to with your champion level 3+ have a lower value and do less damage!) a list of damage table values can be found at http://daocpedia.de/index.php/Schadenstabelle (german). the damagetable value is also used within the calculation for weapon skill that is shown ingame (please note that weapon skill is only a value calculated for showing, its not used in any calculation formula)


stats:
100% strength, 100% dexterity or a 50% str + 50% dex mix of both. depending on the weapon type should be listed as "Damage modification: 100% Strength" for example on the wikis page of a weapon type like http://camelotherald.wikia.com/wiki/Two_Handed


armor factor:
its still not known how armor factor scales down the damage


absorb:
the total absorbtion from buffs, items, debuffs and so on


your level vs enemy level:
this matters for player vs mob. but has nearly (or no) impact on player vs player. had been changed years ago to be that way. look old patch notes ~1.50 or so


resistances of the enemy


quality of equipment and condition


in the end we end up with something like:
DAMAGEMODIFIER = YOURDAMAGETABLE * YOURSTATS * ENEMYARMORFACTORMODIFIER * ENEMYABSORBMODIFIER * LEVELMODIFIER * ENEMYRESISTANCES * YOURWEAPONQUALITY * YOURWEAPONCONDITION

the damage table is known for a long time. i know for a long time that YOURSTATS is a simple multiplication on your damage done. should be something like (1 + (STATS - 50) / 100). only armor factor is more or less unknown.

the DAMAGEMODIFIER is 0.000 to 3.000, where 3 is the max damage. you can see this in the DAMAGECAP calculation. the "* 3" at the end is the DAMAGEMODIFIER. so we get:
=> UNSTYLEDDAMAGE = [[[[[WEAPONDPS * BASEWEAPONSPEED * 10] * (0.94 + BASEWEAPONSPEED * 0.03) + MYTHICALDPS] * TWOHANDBONUS] * TOADAMAGE] / 10 * DAMAGEMODIFIER]

and now to make this even more funny ^^ if you compare cast damage to melee damage its more or less equal ^^ just some things does not exist or are triggered by other things
Devaster-S-  1 star
Posts: 248
Registered: 2003-1-27 16:54:15
Where do you include the relic bonuses of 10% and 20%? In the TOA melee damage bonus?

Or just 1.1 or 1.2 * styled damage?

 

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Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
TOA melee damage bonus is already included in the calculation as "TOADAMAGE". 10% = 1.1 as value

relic bonus is just increasing your DAMAGEMODIFIER * 1.1 (2 relics) or 1.2 (3 relics). but still the cap of 3 is in place.
Devaster-S-  1 star
Posts: 248
Registered: 2003-1-27 16:54:15
I had to make some adjustments to your equations. Like when you just say TOADAMAGE and TOASTYLE they should be (1+TOADAMAGE) and (1+TOASTYLE). Assuming they are percentage based values (0-1). So (1+0.1) and (1+0.1). But that is just me being picky and pointing out something obvious in those equations.

 

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Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
Vanesyra  1 star
Posts: 108
Registered: 2009-12-8 17:31:44
i have done some more research on the DAMAGEMODIFIER.

1) your damage is scaled by: 200 + STATS
where STATS = strength, dexterity or (strength + dexterity) / 2 depending on the weapon type. for example if you compare someone having 300 strength with someone having 400. then the one with 400 will do (200 + 400) / (200 + 300) = 1.2 more damage then the one with 300 strength. or a troll berserker with 411 strength will do 107% of the damage a dwarf berserker with 371 strength does.

2) you spec does increase your damage. i did not tested out how exactly, but when i was hitting a mob with 50 crush spec i did lower damage then i did with 58 crush. this is a bit strange because and maybe proves that wyrd is not correct in every situation.

i also translated the damage table values => http://camelotherald.wikia.com/wiki/Damage_Table

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