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Topic:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) [Locked] |
Vanesyra Posts: 108
Registered: 2009-12-8 17:31:44
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Date Posted:
1/1/00 12:01am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
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@swankinrosco
i did not use crush styles. i (lvl 50, 50 crush spec) just did unstyled hits on a target (lvl 40). and i got a damage increase there. i know that base damage is based on spec level relative to target level. but this is not the reason for this result, because i got spec level much higher then target level and as a result of this, this can not have an impact on it.
and yes the cap damage is equal in both test cases. as it should be because the unstyled cap is not depending on spec level. i just got a real damage increase from + crush spec like i do when getting extra strength. and this is very strange, or very "new". i will have a close look at this after i finished looking at weapon skill.
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
you might find this thread interesting
http://vnboards.ign.com/albion_melee_professions/b20902/114421946/r115553857/
please don't belive the Pala with chain armor has more af than merc with chain armor thing, as the reportet difference is exactly >rr5 to <rr5. Rest seems solid.
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Vanesyra Posts: 108
Registered: 2009-12-8 17:31:44
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
sounds interesting. but some heavy logic errors are still in there, for example a 25% buff bonus on casters base af shield will not grant you 312 af. your af is caped at 510 af so. display error or calculation problem. and as i don't think mythic build in that af cap just for fun...
and i always hate people telling stuff like "oh i did 500 swing test and the sum of damage / count of swings shows a damage increase" people should really learn how to test stuff. so here's how to do it correctly and why to do it this way. saves you tones of swings and you get a exact result.
1) with every hit of your weapon your damage decreases because your weapon is losing condition. even if you do not see this loose because the weapon still shows 100%. it is getting weaker and it is destroying your test. to fix this use a con 70% weapon. no more condition lost no more bad values. (i have proven a condition lost on some weapons after 3 swings! this was years ago since then i use 70% con stuff only  )
2) same for armors. use a 70% con armor. or your results are getting bad.
3) we know that there are only 50 different damage values possible with a given char and a given target. so if you have a damage variation between min and max damage of more then 50 points. you can easy count this 50 values. if you got 50 different values. then you know your min and max damage. and you got 100% clear values and a 100% real damage output.
4) if you now make use of the fact that MIN_DAMAGE * 174 / 125 = MAX_DAMAGE if you have a weapon spec of at least ENEMY_LEVEL + 2. you save a lot of time with this knowing. take the lowest value you got so far * 174/125(=1.392) and if your highest value you got so far matches the result you can stop swinging your weapon. this two are min and max damage. if there is a difference of at least 50 between this two values.
with this simple stuff you can do some of the most complex damage tests with doing 2~100 swings and you get exact values. if you don't do so, your just wasting time and you get bad results anyway
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Vanesyra Posts: 108
Registered: 2009-12-8 17:31:44
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
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WEAPON_SKILL = LEVEL * (1 + 0.005 * ITEM_BONUS) * DAMAGE_TABLE * (1 + 0.01 * SPEC) * ([STATS / 2] + 75) / 25
with:
LEVEL = your chars level
ITEM_BONUS = + skill gained from items (yep you get extra weapon skill for this, and i think extra real damage too)
DAMAGE_TABLE = the value from the damage table. 1.8 = heretic, 1.9 = paladin, 1.95 = friar (bad joke ^^)
SPEC = trained skill + rr bonus + item bonus
STATS = your characters strength, dexterity or ([strength/2]+[dexterity/2]) depending on the damage stat of your weapon. please note the [] tell you to round down
for the stats. an little example on that round down stuff: if you got a thrust weapon and 101 dex + 99 str then you get [101/2] + [99/2] = 50 + 49 = 99 in the weapon skill formula there is another round down. so you get [99/2] = 49. and with 98 strength + 98 dexterity you will get [98/2]+[98/2] = 49 + 49 = 98 and [98/2] = 49. so 101 dex + 99 str is equal to 98 dex and 98 str. (this is true for weapon skill calculation and i think also for real damage dealt)
the weapon skill formula will provide a value that is some points to high. that's because i did not find the correct way the game does the round down here. have tryed like 200 combinations but simply to much variations ^^
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Vanesyra Posts: 108
Registered: 2009-12-8 17:31:44
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
I think i have more or less cracked the melee damage formula... look at http://camelotherald.wikia.com/wiki/Melee_Damage for details. one thing is still missing damage variation on high or lower level monsters (but yet i don't care about pve ^^)
Funny is that weapon skill itself is not used (as they told us). But something that is very very close to it.
=> USED_WS = DISPLAYED_WS / 4 / ([STATS / 2] + 75) * ([STATS / 2] + 100)
so your damage should be increasing with USED_WS.
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
Very nice work.
-----signature-----
Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
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StanleyM84 Posts: 109
Registered: 2009-8-17 13:37:49
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
wow truely amazing work.
Eye opening!
I had a funny feeling DisplayedWeaponSkill would be similar to the working factor.
Thank you so much Vanesyra!
-----signature-----
Gaven rr11|9 Warrior
Gavster rr10 Healer, Gavenjr rr8 sm, Gavena rr7 valk, Gaviir rr7 vamp
rr6 and under: Gavani, Gavain, Gmaul, Gavensrm
Currently playing - Anicethane - r9l5 Thane
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
Is there a tl;dr for this thread? Does whatever was discovered have any impact on how you set up a char?
-----signature-----
Valleriee - RR11 Cleric
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Thak0r Posts: 170
Registered: 2009-7-21 02:56:50
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
Kedali-Pellinor posted:
Is there a tl;dr for this thread? Does whatever was discovered have any impact on how you set up a char?
if you just zerg it up, you will not find anything here that will have any impact on your game.
the gamechanging stuff for zergplayers can be found *here*.
-----signature-----
Thakirion, Eld, 11L4 | Troikhan, BM, 11L5
Wulfher, Hero, 11L1, Lone Enforcer
Rahjan, VW, 9L2 | Thakisa, Ment, 9Lx
Thumb, Ranger, 8Lx | Ignitez, NS, 7Lx | Thallak, Warden, 7Lx
http://gimpchimp.etilader.com/s.php?u=Thaki
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Date Posted:
1/1/00 12:02am
Subject:
Melee Speed, Melee and Style Damage (or why pure Grothrates are wrong!) |
This thread and the equations give you an idea of how to maximize your damage on a melee class. Between stats, swing speed, +skill, spec, style choices, and ToA bonuses. Maybe you should educate yourself before posting tl;dr.
-----signature-----
Devaster
Shadow Syndicate [-S-]
Chesapeake - Ultima Online
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