Anat + eval was a change brought in around the time powerscrolls came around to give 7x hybrid temps a chance to compete against the more dominant 6x 120 skill temps at the time. I think if your going to impose a minimum to gain any benefit, I propose somewhere between 60-80 in each. If you requite it to be GM, youll kill a lot of the 8x candy temps out there.
Hi all, newb question, but is there a list of the DPS of all weapon types on UOR? Or can someone tell me how to calculate? Mucho gracias.
I could tell you if someone told me if weapon speed is capped and if it rounds up or down. -With 80 Dex- Katana: Speed = 58 15000 / ((80 + 100) * 58) = 1.43678161 seconds If @ 100% Combat Ability 15.5 Avg damage 60 / 1.43678161 = 41.76 41.76 * 15.5 = 647.28 DPM 647.28 / 60 = 10.788 DPS
Swing interval is not rounded at all. Formula is accurate to at least nearest tenth of a second, probably hundreth or more. Source: my trusty stopwatch. Also, no cap, up through katana at 120 stamina.
Also, raw DPS on this shard is a useless metric. Short of miners, no player or monster will have 0 Armor. Factoring in armor and dice rolls is crucial to understanding actual weapon output and usefulness.
I did some digging and hear that ticks are rounded to the nearest whole number. - Proven Incorrect. Thx Dalavar + Gideon I may be wrong but here is my attempt at showing increase in dex is pointless for a katana: Assuming 100% combat ability avg damage is 15.5 Katana @ 80 Stam (15000 / ((80+100) * 58)) = 1.436782 seconds 1.436782/.25 = 5.747126 5 Ticks = 5 * .25 = 1.25 Seconds Swing Speed 60/(15000 / ((80+100) * 58)) = 41.76 Swings Per Minute 41.76 * 15.5 = 647.28 DPM 647.28/60 = 10.788 DPS Katana @ 100 Stam (15000 / ((80+100) * 58)) = 1.293103 seconds 1.293103/.25 = 5.172414 5 Ticks = 5 * .25 = 1.25 Seconds Swing Speed 60/(15000 / ((100+100) * 58)) = 46.4 Swings Per Minute 46.4 * 15.5 = 719.2 DPM 719.2 / 60 = 11.986 DPS Katana @ 120 Stam (15000 / ((120+100) * 58)) = 1.175549 seconds 1.175549/.25 = 4.702194 5 Ticks = 5 * .25 = 1.25 Seconds Swing Speed 60/(15000 / ((120+100) * 58)) = 51.04 Swings Per Minute 51.04 * 15.5 = 791.12 DPM 791.12 / 60 = 13.1853333 DPS And one more for good measure: LJ vs Anat w/ 2-H Axe (5-39) Speed 30 100 Str / 100 Dex / 100 Tact / 0 Anat / 100 LJ = 72% Combat Ability Min 13.24 | Mid 24.256 | Max 35.272 15000 / ((100+100) * 30)) = 2.5 seconds 60/2.5 = 24 Swings Per Minute 24 * (24) = 576 DPM 576 / 60 = 9.6 DPS 100 Str / 100 Tact / 100 Anat / 0 LJ = 100% Combat Ability Min 5.25 | Mid 23.1 | Max 40.95 15000 / ((100+100) * 30)) = 2.5 seconds 10 * .25 = 2.5 Seconds Swing Speed 60/2.5 = 24 Swings Per Minute 24 * (23) = 552 DPM 816 / 60 = 9.2 DPS
Rounding to the nearest tick would be neither era accurate not something I've ever seen in patch notes. Count swings for 60 sec with a katana and 100 dex and then again with 120. The stratics formula matches output exactly. Unless Telamon ninja-patched, there are no ticks like you describe.
Updated my post! Thanks Dalavar + Gideon [quote="Gideon Jura, post: 85942, member: 202" Your findings on Anat vs LJ are accurate. I'm not sure why you would test them against each other - you pick up BOTH in all templates that involve LJ[/quote] LIke I said, new to the server. I know stun mages are big here but I like melee with my mages. Im working on a variety of builds eval dex, medi dex, stun mage, and a medi eval dex variant. Medi Eval dex mage variant build is looking like: Swords / Tact / LJ / Mage / Med / Eval / Resist 75 / 75 / 75 68% Combat ability Best Weapon: 2H/Battle Axe @ 9.4 Average DPS 2.32 Seconds between swings Mage/Med for heals Eval for kill shot 32% Chance to block when hands free VS Balls to the wall dexed LJ Swords / Tact / LJ / /Anat / Heal / Resist / Mage 90/90/45 99% Combat ability Best Weapon: Double Axe @ 14.3 Average DPS 2.13 Seconds between swings Lack of mana / limited use of magery 13 second bandages for heals 32% Chance to block when hands free
I made a chart here: https://docs.google.com/spreadsheets/d/17hX_7-9XOkgWWt0F1XKSt3qWNVTMfqHe0nFKRp9CDrs/edit?usp=sharing It has both average ALPHA and DPS vs 0 AR, 20 AR, 40 AR. PLEASE OFFER SUGGESTIONS TO IMPROVE MY CHART, THANKS!!! Hope it helps.
A few notes... One is that damage is divided by two before being applied. I think this happens before armor reduction. Another issue is that you're just subtracting the AR from the damage being done, which is not how the system works. For players, the player has six "areas" and six separate armor numbers. Additionally, the AR of that area is what determines damage reduction, and it is not simply a reduction equal to AR. Telamon has customized this so I couldn't quite reverse-engineer it. Finally, it looks like you're ignoring dice rolls in your calculations. The more dice a weapon rolls for its damage, the more it will hit for around its middle damage value. The fewer dice rolled, the more it will hit randomly across its range. This has important implications to DPS since low rolls aren't as bad as they could be since weapons don't "heal" the people they hit. Imagine my Kryss would do 4 damage but your armor reduces damage by 10. I don't heal you for 6 points, it just does 0 (or maybe 1).
The average damage will be the same, regardless of the size of the bell curve of the weapon damage range, so that doesn't matter. The AR on the area hit is X for the suit, if you are wearing a full exceptional leather suit, your AR on each point is 21, correct? so if you are wearing that full suit, then the calculation of 20 AR would still be apt. I've divided the damage by 2, because it is an average of the min/max damage... unless you are talking about something else? For the # of hit dice, I don't know what you are saying. If I hit you and your armor reduces by 10, my kryss hits for 4-14, then I have a chance of 4:0 5:0 6:0 7:0 8:0 9:0 10:0 11:1 12:2 13:3 14:4 But that is eleven values, so the average damage would be (1+2+3+4)/11=0.91 (per hit) Unless there is a min damage on a successful hit? Is there? Otherwise sufficient AR could reduce incoming damage to ZERO. Oh I need to update my formula.
Displayed AR does not equal actual AR for purposes of calculating damage reduction. But yes, a suit of barbed leather will have the same damage reduction for each location. I mean literally divided by two, not just for averaging purposes. Here is my point regarding dice rolls. The War Fork and the War Axe have the exact same average damage roll, right? 4 to 32 for the War Fork (avg: 18) and 9 to 27 for the War Axe (avg: 18). Go test them out on Test Center with a combat log book for ~100 hits each, against something with armor, and compare your resulting damage. You will see the War Fork did more damage, and that is why any DPS modeling should take armor and dice rolls into account.
Really? I had no idea damage was divided by two, and then before AR reduction. OK, I'll factor that in. Ok, I'll also modify the deviations into the damage calculations. TC is great, but the underlying formulas will be the same regardless, unless the formulas are bugged. I just need the formulas, not TC. (I know, I can verify.) Problem is that I don't know all the formulas, apparently. I took my formulas from the weapons essay from stratics that is archived in the UO:R compendium. • AR for damage reduction is ~75% of AR (according to weapons essay, again), it blocks between (AR/2) and (AR), so avg 75% • Is there a minimum damage on a successful hit? • Damage is halved, pre-AR, ok. • Deviation on the bell curve needs to be taken into account for DMG: Like so? Katana (3d8+2) 5 (1+1+1 +2) 6,6,6 (2+1+1 +2), (1+2+1 +2), (1+1+2 +2) 7,7,7,7,7,7 (3+1+1 +2), (1+3+1 +2), (1+1+3 +3), (2+2+1 +2), (2+1+2 +2), (1+2+2 +2) etc... Damn, I forget the bell curve formulas... time to brush up...
AFAIK theres a minimum damage of 1 on a successful hit. Parry will reduce the damage to 0 on a less than 1 damage strike that is parried. Dont quote me but Im pretty sure that you can always punch a full platemail guy for 1 damage. Unless he parries you.
It would seem that Combat Rating caps at 100 here and there's nothing you can do about it. Welcome to the latest Weapon Damage Bug on UOR: This character tested with an axe over the course of 502 HITS (not swings) and did more total damage with %25 lower Tactics. Houston......we have a problem. Edit: Updated image to include 10str LOL data. Before anyone asks, I modified the testing axe to have 300 speed so we could get better damage data, faster.