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A General Guide to Dark Age of Camelot gameplay mechanics.

Weaponskill Mechanics

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Weaponskill by Class and Spec

(using live server data)

Weaponskill Defense Piercing

Weaponskill Defense Piercing Data and commentary

Shield Weaponskill

Overview

Weaponskill increases minimum and maximum base damage along with affecting the chance to penetrate an opponents passive defenses (parry, evade, block). Each class has a set weaponskill increase per level, per stat, and per skill. For example, a Warrior receives a greater bonus for 1 str than a Cleric would. Weaponskill then defines the overall damage done (how close you reach the potential damage of your weapon, styles, etc.) An armsman with 1100 weaponskill using an identical GR style to a friar with 1100 weaponskill will hit for roughly the same amount, ignoring resists. In addition to general class multipliers Mythic also allocates weaponskill to specific weapon lines such as bows for archers. This has the effect of creating seperate tables for particular classes where if the class chooses to spec in a melee line, they would have very different weaponskill results than their bow spec, even if given the same stats and skill bonuses.



http://daoc.catacombs.com/class.cfm?ThreadKey=10852&DefMessage=324516&classid=41



How does the game calculate damage done per hit? How does it calculate my chances to hit, or block/parry/evade?

The chance to hit an opponent is approximately based upon your level and class compared to their level and class, as well as the hit bonus of the style the attacker is using, and the defensive modifier of the last style used by the defender. Weaponskill does not seem to play a role in the actual "miss," or "fumble" rates. The chance to block/parry/evade however is more complicated. Your WeapSkill rating is a composite of both your stats and your weapon spec. The defender also has a similar equivalent rating composed of his DEX and/or QUI scores and his shield/parry spec or Evade rating. The comparison of these 2 ratings is what determines the base chance to block/parry/evade. If you fight multiple opponents, this gets more complicated. With parry, the base chance is divided by the number of active melee opponents against you (if you had a 60% chance to parry, and are fighting 3 opponents, your chance is now 20% per attack). With a shield, the game will only allow you to block if your shield is rated to handle that number of opponents (small = 1, medium = 2, large = 3). Your chances to block will not be reduced, but if you are fighting more opponents than your shield can handle, it will not block for the excess opponents. So for parry, evade and blocking, weaponskill increases the proability of getting through the base defense of the defender.

To calculate damage, the game takes the WeapSkill, WeapDam, and the target's AF stats to determine how much damage you do. Being higher level than an opponent grants increased damage and vice versa. Your character will hit very hard against grey/green opponents, and hit for very little against red/purple opponents. The mechanics for this are two derived stats known as WeapDam and weapSkill. WeapSkill is basically compared to AF to find out how much of a multiplicative bonus/penalty you receive for hitting something different from your level (it appears to govern the grey to purple damage reduction we see). WeapDam is the effective DPS of your weapon capped by your level. It is theorized that variations in discernable damage comes from the defender's af cap at their level. Lower level creatures and players would have lower caps on af therefore making the attacker do more damage by adding a higher multiplier to the attack. Higher level opponents would have higher af values and would therefor cause lower damage to be done. At the same time mythic has stated changes to critical shot damage which appears to be level based damage modifiers where the damage done is based off of a multiplier that takes specifically into account the attacker's spec, and the target's level to determine the bonus/penalty to the damage inflicted on top of normal damage calculations. It is unconfirmed if this also applies to all other damage as well.

It is important to note that with the 1.44 patch, WeapSkill was not updated to display correctly. Although higher is better, the way it is calculated for your character sheet is no longer the same as how the game uses it. Therefore, it is not a completely accurate measurement anymore, and it is a now an approximation (so far, it is accurate within 5%). Before the actual theory is presented, a few more complex terms need to be defined:


WeapDam (i.e. your effective DPS) = capped base DPS for your level x quality x condition

Base Damage (per hit) = WeapDam (as a DPS) x unmodified weapon speed

SPD = listed weapon speed

Damage Multiplier = (WeapSkill / target's AF)

slow weap bonus = (1 + ( ( SPD - 2 ) * .03) ) )




2h weapon bonus = (1.1 + (0.005 x 2-hand Spec) )




Max Damage (per hit, 100% mark in damage variance equations) =
EDPS * (your WS/target AF) * (1-absorb) * slow weap bonus * SPD * 2h weapon bonus

Damage Cap (per hit) = This is the absolute amount of damage that can be passed on to a player from a single hit. It is a function of DPS, unmodified weapon speed, slow weapon bonus, or two hand weapon bonus if applicable.


As you can see, the maximum damage per hit is really just the Base Damage multiplied by the Damage Multipliter. This is the 100% mark referred by the weapon specialization section. If you are completely unspecced, then the damage variance of your weapon will fall between 25-125% of this 100% mark. If you are fully specced (or overspecced), then the damage variance will be 100-150% of this mark. As you can see, "Max Damage" is really a misnomer, as you can still go over this. The damage variance is not something that appears on your character sheet, it is an intangible benefit to speccing in weapons. The actual variance in damage itself (not the range you fall within from speccing) is not linear.

There are several other unknown factors involved in this equation, but their effects are small enough that it does not ruin the approximation. These include: condition of the armor worn on the location hit, the CON of the target, and potentially other factors.





How Weaponskill is Generated:

There are 2 main schools of thought in regard to the calculation of weaponskill. These formulas are derived from cpt_blood at critshot.com and the other is the one designed by keiferhub to use in haldaars calculator. Cpt_blood's calculation seems to not account for the fact that weapon spec and item/realm rank spec give different amounts of weaponskill per point. Haldar's seems to account for this with a specific coeficient (m)



Formula 1.

Keiferhubs (used in haldar's calc)

WS = [(stat-50) * facteur_classe + base_classe] * [1 + (lvl_spe * 1 + rank bonus_objet * 1 + m) / 100];


# Stat: Stat used for basing damage. str/Dex based weapon specs are flexible, onehanded thrust, midgard spears etc.
For str/dex based weapons the calculation for stat is stat = (str + dex) / 2. All other weapons use dex or str only.

# lvl_spé ': weapon spec of the player

# rank : Realm rank

# bonus_objet : skill bonus from items

# facteur_classe Class factor or the class multiplier for each class, 2.3 for warrior, 2,2 for other tanks, etc.

# base_classe = 200 x facteur_classe. (maybe base class is the value for player level where 200 is a level 50 ??)

# m = 1.56 + bonus_objet / 70




Formula 2.

Thought to be derived from cpt_blood at critshot.com


WS = Coef lvl x (1 + lvl_spé_arme / 100) x (1 + STAT / 150) x (1 + bonus_arme / 80)


# COEF: Coefficient - depends on the class. Similar to class factor.

# lvl : level of the character.

# lvl_spé_arme Weapon Spec plus realm rank spec

# STAT : Stat used for basing damage. str/Dex based weapon specs are flexible, onehanded thrust, midgard spears etc.
For str/dex based weapons the calculation for stat is stat = (str + dex) / 2. All other weapons use dex or str only.

# Bonus_arme : Spec bonus from items.




To regress a class coeficient one would do the following:

Coef = WS / (lvl x (1 + lvl_arme / 100) x (1 + STAT/150) x (1 + bonus_arme / 80))

Sources

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