A General Guide to Dark Age of Camelot gameplay mechanics.

Slitz' Test

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http://betavnboards.ign.com/galahad/b20663/53619594/p1

The premise of this test was an attempt by Slitz, a level 50 realm rank 8 ranger, to gauge the effectiveness between rangers and hunters. The test was between himself and a realm rank 7 hunter. I believe this is an fairly good example of basing bow damage calculations on. Hibernia has no relics and this test was set prior to the release of TOA so there are no additional mitigation factors to be concerned with. Both opponents were buffed using full buff spec bots. The main differences between the two are that slitz has access to a slower speed bow, allowing him for more damage per hit as well as a higher cap damage. Both players used arrow types to which the other was vulnerable to, slash and crush respectively. Slitz's effective crush resist was 21% (from 31), and stardoag's effective slash resist was 16% (from 26).

Slitz's observed min and max damage ranges from 456 to 532. The predicted damage is 436 to 616.

Additional note: I had to use haldars calculator to estimate slitz's weaponskill because he failed to mention his stats and weaponskill in the test. I will assume that it is approximately near stardoag's due to both having similar buffs.

Calculating the Predicted Values




Recommended reading:

https://talsyra.tripod.com/daocmechanics/damage_cap_mechanics.html
https://talsyra.tripod.com/daocmechanics/base_damage_mechanics.html
https://talsyra.tripod.com/daocmechanics/damage_variance.html
https://talsyra.tripod.com/daocmechanics/archery_bow_mechanics.html


Slitz Test


Testing Player Crafted weapons were as follows

duskwood great recurve bow
16.5 dps (16.5 effective dps)
5.5 Speed
100% quality


Determining damage cap

Damage Cap = EDPS * SPD * 3 * (1 + (SPD – 2) * .03) * (1.1 + (0.005 x spec) )

16.5 x 5.5 x 3 x 1.105 x 1.365 = 410


410 x 0.85 = 348 using -15% light damage arrows
410 x 1.0 = 410 using normal arrows
410 x 1.25 = 513 using 25% bonus broadhead arrows


Determining base damage range -

EDPS * (your WS/target AF) * (1-absorb) * (1-base resists) * (1-RA 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)


16.5 x (1911 / 606) x 1.105 x 5.5 x 1.365


16.5 x 3.1534653465346534653465346534653 x 8.2957875 = 431.64789365717821782178217821782

Variance adjustments due to 51 spec

431.6 x 1.0 = 431.6 adjusted min value
431.6 x 1.41 = 608.5 adjusted max value

Arrow Damage bonus multipliers

431.6 x 0.85 = 366.8 light arrow adjusted value
608.5 x 0.85 = 517.2 light arrow adjusted value

431.6 x 1.0 = 431.6 normal arrow adjusted value
608.5 x 1.0 = 608.5 normal arrow adjusted value

431.6 x 1.25 = 539.5 broadhead arrow adjusted value
608.5 x 1.25 = 760.6 broadhead arrow adjusted value

19% Absorption Adjustment

366.8 x 0.81 = 297.1 predicted light arrow max value
517.2 x 0.81 = 418.9 predicted light arrow max value

431.6 x 0.81 = 349.5 predicted normal arrow max value
608.5 x 0.81 = 492.8 predicted normal arrow max value

539.5 x 0.81 = 436.9 predicted broadhead max value
760.6 x 0.81 = 616 predicted broadhead max value