Weapon Damage

Discussion in 'Renaissance Discussion' started by Worm, Apr 30, 2015.

  1. Zim

    Zim Well-Known Member

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    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.
  2. MikeK

    MikeK Well-Known Member
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    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.
  3. Worm

    Worm Member

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    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
  4. MikeK

    MikeK Well-Known Member
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    Someone tell this man!!!!!!
  5. Dalavar

    Dalavar Well-Known Member
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    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.
  6. Dalavar

    Dalavar Well-Known Member
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    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.
  7. Worm

    Worm Member

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    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
    Last edited: May 4, 2015
  8. Dalavar

    Dalavar Well-Known Member
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    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.
  9. Gideon Jura

    Gideon Jura Well-Known Member
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    Last edited: Jan 3, 2019
  10. Worm

    Worm Member

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    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
    Last edited: May 5, 2015
  11. Gideon Jura

    Gideon Jura Well-Known Member
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    Last edited: Jan 3, 2019
  12. Brun

    Brun New Member

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    Last edited: May 5, 2015
    Keza likes this.
  13. Dalavar

    Dalavar Well-Known Member
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    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).
  14. Brun

    Brun New Member

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    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.
  15. MikeK

    MikeK Well-Known Member
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  16. Dalavar

    Dalavar Well-Known Member
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    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.
  17. Brun

    Brun New Member

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    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...
  18. Zim

    Zim Well-Known Member

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    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.
    Brun likes this.
  19. Blaise

    Blaise Well-Known Member
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    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:
    [​IMG]

    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.
    Last edited: May 5, 2015
  20. Brun

    Brun New Member

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    AGH!

    I can't fix my chart if the formulas are borked!

    Either way, I am going to gimp my template. XD

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