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A General Guide to Dark Age of Camelot gameplay mechanics.

Stardoag' Test

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Sources

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).


Midgard has a 10% bonus from owning a strength relic so Stardoag's observed min and max damage ranges have been adjusted for the 10% bonus to be from 384 to 474. The predicted damage is 388 to 547.




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


Stardoag's Test


Testing Player Crafted weapons were as follows

duskwood heavy great bow
16.5 dps (16.2 effective dps)
5.0 Speed
99% quality


Determining damage cap

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

16.2 x 5.0 x 3 x 1.09 x 1.385 = 366.84495


366.8 x 0.85 = 311.7 using -15% light damage arrows
366.8 x 1.0 = 366.8 using normal arrows
366.8 x 1.25 = 458.5 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)


16.2 x (1901 / 606) x 1.09 x 5.0 x 1.385


16.2 x 3.1369636963696369636963696369637 x 7.54825 = 383.59309678217821782178217821782

Variance adjustments due to 51 spec

383.5 x 1.0 = 383.5 adjusted min value
383.5 x 1.41 = 540.7 adjusted max value

Arrow Damage bonus multipliers

383.5 x 0.85 = 325.9 light arrow adjusted value
540.7 x 0.85 = 459.5 light arrow adjusted value

383.5 x 1.0 = 383.5 normal arrow adjusted value
540.7 x 1.0 = 540.7 normal arrow adjusted value

383.5 x 1.25 = 479.3 broadhead arrow adjusted value
540.7 x 1.25 = 675.8 broadhead arrow adjusted value

19% Absorption Adjustment

325.9 x 0.81 = 263.9 predicted light arrow min value
459.5 x 0.81 = 372.1 predicted light arrow max value

383.5 x 0.81 = 310.6 predicted normal arrow min value
540.7 x 0.81 = 437.9 predicted normal arrow max value

479.3 x 0.81 = 388.2 predicted broadhead min value
675.8 x 0.81 = 547.3 predicted broadhead max value