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A General Guide to Dark Age of Camelot gameplay mechanics.

Damage Cap Mechanics

General Damage Calculation Mechanics
Melee Damage Calculator
Character Stats
Stealth Mechanics
Weaponspeed Calculator
Style Growth Rates By Realm
Weaponskill Calculator
Spell Damage Calculator
Uthgard Testing Results

Excerpt from:

A comparison of the various melee options in DAOC and how they work v.1,

5/2/2003, Peter Waterman

Displayed Base Damage Caps

There are two parts of weapon effectiveness; maximum possible damage, and average actual damage. Each weapon has a maximum capped amount of damage past which all damage is thrown away; one can never exceed this amount of actual damage dealt. This damage cap is applied after melee resists, however, hence it is possible to very rarely (such as when attacking 0AF mobs) see damage such as 200(-5000). This implies that well over 5000+ damage was originally done, but the damage was capped at 200.

Damage caps are a straight function of DPS and SPD. Like spells, these are modified by a bonus of three (though there is some thought that originally after release this bonus may have been four or higher). There are also a slow weapon and two hand weapon bonus which are applied as well. Thus, to calculate the base damage cap of a one handed weapon, you calculate weapon DPS, Speed, multiplier of 3 and Slow Weapon speed bonus

1-hand Damage Cap = DPS * SPD * 3 * (1 + (SPD - 2) * .03)

For example, if one has a 16.5DPS one handed weapon that is 3.0SPD, the damage cap will look like:

16.5 * 3.0 * 3 * (1 + (3 - 2) * .03)

16.5 * 3.0 * 3 * 1.03 = 152.955 damage cap

The game will truncate these numbers, so the damage cap would end up being 152. Note again that, as mentioned above in the Speed section, it is possible for the listed SPD of the weapon to not exactly match the actual SPD of the weapon; in this example, if the weapon was actually 3.05SPD, the damage cap would actually end up being 155. For two handed weapon base damage cap you calculate weapon DPS, Speed, multiplier of 3 and Slow Weapon speed bonus and two hand weapon spec.

2-hand Damage Cap = DPS * SPD * 3 * (1 + (SPD - 2) * .03) * (1.1 + (.005 x 2-hand Spec)

Note, for the purpose of damage caps, item quality and condition are entirely excluded, so for unstyled base damage cap for instance an item could be 90% quality and condition and still have the same caps.

Displayed Styled Damage Caps

Style Damage:

The displayed style cap is the maximum amount of damage that a styled attack will pass on to the target. Displayed Styled damage is capped at

Displayed Style Damage Cap = Modified Style Growth rate * unstyled cap

For modified style growth rate the formula is

((Growth Rate * Weapon Spec) * Effective Speed) / Unstyled Damage Cap

effective speed = SPD * ( 1 – ( Quickness – 60 ) / 500) ) * ( 1 – Haste%)

Aggregate Damage

This is a theory that there is an absolute amount of damage caused to a target. Aggregate damage is simply the raw figure generated from calculating the weaponskill, dps, and other bonuses of the attacker against the armor factor and defenses of the defender. Aggregate figures have an effect on cap damage. Even though targets cannot take more actual damage than the designated caps for the situation, the total aggregate damage does play a role behind the scenes to affect the amount of damage that is received (or not received) by the target. As a target is hit, the aggregate damage is calculated and the target's armor absorption and af come in play to mitigate the amount. If the amount mitigated is under the cap then the target's resistances (penalties) come in play to manipulate this figure again by either raising the damage again or decreasing it further. If due to penalties (armor vulnerabilities/debuffs) that the damage is raised again and goes beyond the cap once more, then the damage to the target is considered capped and the target can not take any more than this. Since resistances factor in after aggregate is totaled, they can potentially alter whether or not the damage done is capped, if the aggregate done to the target is low enough for resistances to do so. To understand what this effect is, an example will be used.

Supporting Evidence 1.

The following is an example of an aggregate figure:

[11:47:55] You prepare to perform a Snowsquall!
[11:47:55] You perform your Snowsquall perfectly. (+1402)
[11:47:55] You attack the black mauler cub with your axe and hit for 415 (+239) damage!

In this example, the style Snowsquall was used on a very low level creature by a level 50 berserker. The styled damage caps at 415, and the creature took bonus damage due to the fact that it was vulnerable to the damage type done to it (slash). Additionally, we see that the creature took +1402 in damage caused by the style itself. Since styled damage is a derivative of the base damage, this is another indicator that the total base damage inflicted is far greater than the damage of what the styled cap indicates. Assuming that this creature is 10% vulnerable to slash, the bonus amount of +239 indiciates a an amount of damage that is far greater than 415 was actually done to this since 239 is a product of the bonus damage amount on the actual aggregate damage that was totaled. To understand aggregate totals, the original base damage must be discovered since style growth additions and all damage is dependant on this.

It is worth noting that aggregate base damage variance seems to work just as how mythic describe base damage variance to work. This explains how using the same style on something can yield varying amounts of style growth damage as seen in the chat logs.

                                    Assuming the following, that we have our berserker's stats, equipment, and specialization known. We can calculate what the
                                    original base damage inflicted was as well as having another way to determine the true style growth rate.
                                    Level 50 berserker
                                    Vital stats are 206Str, RR5, 50 Left Axe, 44 Axe 62 qui
                                    4.0 Spd cleaver, 2.8spd WBA, both MP 100con, +15 to axe, +15 to left from equipment and realm ranks giving modified 65 Left
                                    Axe, 59 Axe.
                                    Weapon damage cap calculations:
                                    Cleaver = 16.5 x 4.0 x 3 x (1 + ( 4.0 - 2 ) x .03) = 210
                                    Left axe damage formula:
                                    modified damage = base damage * (.625 + .0034 * LA spec)
                                    210 x  .846 =
                                    177 mainhand unstyled cap  
                                    Snowsquall has an unmodified style growth rate of .95
                                    [11:47:55] You perform your Snowsquall perfectly. (+1402)
                                    [11:47:55] You attack the black mauler cub with your axe and hit for 415 (+239) damage!
                                    modified style growth rate = (.95 x 65 ) x 3.984 / 177
                                    style cap = (1.344067797 x 177) + 177 = 415 style cap on snowsquall
                                    base damage amount = 1043 or possibly 1002 if style multiplier was truncated to 1.4 
                                    amount given from style growth = 1402 
                                    total damage dealt = 2445
                                    2445 x .1 = 244 Cub is vulnerable to slash so around 10% resist. 
                                    2445 x .098 = 240 Cub is vulnerable to slash so around 10% resist
                                    actual bonus is 239 

From our information we can tell that the aggregate damage (style bonus from growth rate, and base damage) comes to 2445 damage done to the target. The base damage itself was 1043 and was modified by a style growth multiplier of 1.344067797 which resulted in the sum of 2445. Resistances and damage pentalties occur after the aggregate figure is calculated. This is evidenced by the behavior of the resistance/penalties on the log displays. Since the bear cub was 10% vulnerable to slash, an additional 239 damage was done to the target for a total of around 2684 damage. This can be rechecked by simple multiplication of the aggregate figure by the amount the target is vulnerable or resistant by as well as by examining the growth rate of the style as compared to the base damage. Roughly .098 or 10% of 2445 does indeed come out to 239. Likewise 1402 is indeed the result of 1.344067797 x 1043.

Supporting Evidence 2.

The following are examples of aggregate figures, and damage capping in real RvR.

Players can be hit for cap damage consistantly if the attacker's weaponskill overrides the targets total af and or resists.

Case in point here:

Keerac attacks a few bards and a nightshade, all of which use reinforced armor and leather. In this particular section, he does not cap damage on the bard, although his offhand comes close. Kerrec is a realm rank 4 mercenary. He is using 2 long dirks which are 2.9 speed and 99% quality. His dps cap would be 16.0 thus his max base damage cap with these weapons is 144.

17,You attack Maevica with your sword and hit for 119 damage!
17,You attack Maevica with your sword and hit for 124 damage!

17,You attack Maevica with your sword and hit for 120 damage!
17,You attack Maevica with your sword and hit for 123 damage!

17,You attack Maevica with your sword and hit for 132 damage!

17,You attack Maevica with your sword and hit for 130 damage!

In this round, keerec attacks another bard and hits for near cap damage and also sustains resists. Notice that if the resist plus the displayed damage amount were combined, they would equal a sum greater than the cap. This indicates that the resists factor in After the total damage is given out and quantified. What this causes is the situation where a player can resist a great deal of damage, but if that damage is high enough, the attacker can still cap on the player if the resisted amount wasnt enough to bring the total damage dealt under the displayed cap.

17,You attack Kaevica with your sword and hit for 124 (-43) damage!
17,You attack Kaevica with your sword and hit for 132 (-47) damage!

To illustrate this point further comes an example within the log itself of this happening.

17,You attack Kaevica with your sword and hit for 140 (-49) damage!
17,You critical hit for an additional 37 damage!
17,You attack Kaevica with your sword and hit for 144 (-54) damage!
17,You attack Kaevica with your sword and hit for 144 (-51) damage!

17,You attack Piercer with your sword and hit for 144 (-65) damage!
17,You attack Piercer with your sword and hit for 133 (-31) damage!

Notice the attacks on Kaevica. There are several 144 damage capped hits even though the player resisted a good portion of damage. This suggests that kerrecs base damage was much greater than kaevica's resists were able to overcome. Note the case where there is 140 damage and high resist also. This suggests the base damage variance roll for this hit was low enough so that the resisted amount by kaevica placed it under the cap. It would seem in this case , kerrec hit kaevica for 189 damage but due to kaevica's thrust resist (assuming it is 26% due to the 49 amount resisted), the total damage was brought down to 140 which is 4 shy of the 144 cap. The next hit under it, being 144 (-54) suggests a hit of 206 or greater. 206 - 54 is 152 and since it is over the cap amount, the displayed damage (and actual amount carried to the target) is 144. The rest of the damage is discarded even though the player's resists still display the amount that was absorbed. Now, if the player had more resists or higher af, then the damage would of course, not reach the cap, and the defending player would not suffer as much hitpoint loss.

In conclusion, knowing the aggregate figures can help one determine how effective resistances, absorption, weaponskill, etc can be in given situations. Additionally, Knowing how much damage should and should not be possible can give an indicator of bugs, exploits or oversights in the game mechanics.

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