http://web.archive.org/web/20030726202900/http://vnboards.ign.com/message.asp?topic=51295145
Tests done while fully buffed.
date posted 6/4/2003
Test subjects:
50 Ranger. 50 Druid
Ranger stats:
45 + 13 Bow
16.5 99 qual bow used. 5.5 speed.
16.0 effective DPS.
Pierce Arrows
350 Dex. 281 Quickness.
It is to be noted that min/max values from this test cannot be taken as being the definitive marks for the actual min/max
since the sample size is too low. The actual min value could be lower than the figure logged and the actual max could be
higher than the one logged here. Another thing to note is that the player did not indicate whether or not hibernia had relics
at the time. This could potentially skew the data. The purpose of this summary is to give an idea of the general range on
the damage presented in this live log to offer as a comparison to how things are working with uthgard and how things should
/ do work on the live servers at the time of the posting.
One interesting point about this test was that it shows the effects of using lower damaging arrows. In this case, the tester
was using light damage arrows which have an effect of 15% modification to the base damage since it adds a multiplier of 0.85.
To find out the variance mark of which the base figure is calculated off of, one simply attempts to find the missing function
ni the equation
x * 0.85 = y, where y is the resulting damages listed in the log.
The methodology used here was to take the damage value from the log such as:
[08:10:01] You shoot Gimptastic with your bow and hit for 262 (32) damage!
262 is the damage taken by the target after resists. The value Y (the total damage given by the attacker) is the result of
adding the damage sustained with the amount resisted or simply 262 +32 = 294. Now that we have y, it is a simple matter of
finding x through the following equation x = y / 0.85 or x = 292 / 0.85 and we get the product of 343.52941176470588235294117647059
which can be rounded to simply 343. 343 represents the base damage figure of which the arrow modified. If the arrow were
a broadhead type with a modifier of 1.25 then this figure would have gone through the conversion process 343 x 1.25 with a
resulting increase to 428.
The predicted observed min/max values at 25% bonus damage were obtained simply by taking the lowest and highest recorded damage
figures and putting them through the conversion process to regress the missing value X. Then the value was put through the
process of finding what the result would be of adding a 1.25 multiplier to X. The final results are what the min/max would
be at 25% bonus damage if broadhead arrows were used instead of the light damage types.
The observed min and max for Phar0z's Test 229 and 316. This leads me to conclude that the base values that were modified
are 269 and 372, respectively. With the base values known, then it may be safe be assume that factoring in a 25% bonus for
broadhead arrows would yield values around 337 for the min and 465 for the max.
Next in line are the predicted min/max values. These were calculated using the standard bow damage formula. Calculating pure
values without truncation/rounding yielded an predicted min/max that were slightly higher than the observed min/max. It
is to be noted that the predicted min value could approach the observed min depending on how the values are rounded. Daoc
often rounded or truncated values off in various ways and the decimal cut off point would have to be known to see an actual
picture of the true min/max as calculated by the server in some cases. The predicted min and max for 15% damage light arrows
in this case were 240 and 339. The predicted min and max for broadhead arrows were 354 and 499.
Calculating the Predicted Values
Recommended reading:
http://talsyra.tripod.com/daocmechanics/damage_cap_mechanics.html
http://talsyra.tripod.com/daocmechanics/base_damage_mechanics.html
http://talsyra.tripod.com/daocmechanics/damage_variance.html
http://talsyra.tripod.com/daocmechanics/archery_bow_mechanics.html
Phar0z Test
Testing Player Crafted weapons were as follows
duskwood heavy recurve bow
16.5 dps (16.0 effective dps)
5.5 Speed
99% quality
Determining damage cap
Damage Cap = EDPS * SPD * 3 * (1 + (SPD – 2) * .03) * (1.1 + (0.005 x spec) )
16.0 x 5.5 x 3 x 1.105 x 1.39 = 405
405 x 0.85 = 344 using 15% light damage arrows
405 x 1.0 = 405 using normal arrows
405 x 1.25 = 506 using 25% bonus broadhead arrows
Determining base damage range 
EDPS * (your WS/target AF) * (1absorb) * (1base resists) * (1RA resists) * slow weap bonus * SPD * 2h weapon bonus * Arrow
Bonus
2h weapon bonus = 1.1 + (0.005 x spec)
SLow Weapon bonus = 1 + ( (spd  2) x 0.03)
16.0 x (1825 / 635) x 1.105 x 5.5 x 1.39
16 x 2.874015748031496062992125984252 x 8.447725 = 388.46231496062992125984251968504
Variance adjustments due to 51 spec
388.4 x 1.0 = 388.4 adjusted min value
388.4 x 1.41 = 547.6 adjusted max value
Arrow Damage bonus multipliers
388.4 x 0.85 = 330.1 light arrow adjusted value
547.6 x 0.85 = 465.4 light arrow adjusted value
388.4 x 1.0 = 388.4 normal arrow adjusted value
547.6 x 1.0 = 547.6 normal arrow adjusted value
388.4 x 1.25 = 485.5 broadhead arrow adjusted value
547.6 x 1.25 = 684.5 broadhead arrow adjusted value
27% Absorption Adjustment
330.1 x 0.73 = 240.9 predicted light arrow max value
465.4 x 0.73 = 339.7 predicted light arrow max value
388.4 x 0.73 = 283.5 predicted normal arrow max value
547.6 x 0.73 = 399.7 predicted normal arrow max value
485.5 x 0.73 = 354.4 predicted broadhead max value
684.5 x 0.73 = 499.6 predicted broadhead max value
Consider the following..if, hypothetically 229 is considered the absolute min range for damage then it leads to be believed
that this is the base 100% mark in variance. If this is the case then the max must be 322. This represents the max range
of damage a player can do to this particular scale target with light damage arrows. To show how the daoc truncation system
could possible have worked, here is an example where everything beyond the 10th's decimal place is discarded for calculations.
In this example, we can see that predicted min/max can indeed come near or even match the expected observed values depending
on how the game handled the values at the time. The predicted min/max here turned out to be 228 and 322 respectively, which
mirror closly the observed 229 value and its assumed 141% variance mark of 322. Keep in mind that the observed max was 316
and our predicted max is 322 (just shy of 6 points difference).
Testing Player Crafted weapons were as follows
duskwood heavy recurve bow
16.5 dps (16.0 effective dps)
5.5 Speed
99% quality
Determining damage cap
Damage Cap = EDPS * SPD * 3 * (1 + (SPD – 2) * .03) * (1.1 + (0.005 x spec) )
16.0 x 5.5 x 3 x 1.105 x 1.39 = 405
405 x 0.85 = 344 using 15% light damage arrows
405 x 1.0 = 405 using normal arrows
405 x 1.25 = 506 using 25% bonus broadhead arrows
Determining base damage range 
EDPS * (your WS/target AF) * (1absorb) * (1base resists) * (1RA resists) * slow weap bonus * SPD * 2h weapon bonus * Arrow
Bonus
2h weapon bonus = 1.1 + (0.005 x spec)
SLow Weapon bonus = 1 + ( (spd  2) x 0.03)
16.0 x (1825 / 635) x 1.105 x 5.5 x 1.39
16 x 2.8 x 8.4 = 368 (results from previous formula with everything beyond 10ths dropped.)
Variance adjustments due to 51 spec
368 x 1.0 = 368 adjusted min value
368 x 1.41 = 518.8 adjusted max value
Arrow Damage bonus multipliers
368 x 0.85 = 312 light arrow adjusted value
518.8 x 0.85 = 440.9 light arrow adjusted value
368 x 1.0 = 368 normal arrow adjusted value
518.8 x 1.0 = 518.8 normal arrow adjusted value
368 x 1.25 = 460 broadhead arrow adjusted value
518.8 x 1.25 = 648.5 broadhead arrow adjusted value
27% Absorption Adjustment
312 x 0.73 = 228 predicted light arrow min value
440.9 x 0.73 = 322 predicted light arrow max value
368 x 0.73 = 268 predicted normal arrow min value
518.8 x 0.73 = 379 predicted normal arrow max value
460 x 0.73 = 335 predicted broadhead min value
648.5 x 0.73 = 473 predicted broadhead max value
