Lumberjacking Discussion

Discussion in 'Bug Reports' started by Chris, Dec 8, 2012.

  1. Chris

    Chris Renaissance Staff
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    Lumberjacking Damage Tests

    Character 1 Agressor
    100 Tactics, 100 Anatomy, 100 Str, 100 Swords

    Character 2 Defender
    0 Wrestling, no armor

    Test 1
    100 Lumberjacking, using a GM made Large Battle Axe (6-38 base damage)
    34,15,41,41,20,32,36,22,14,29,24,14,20,40,40,21,33,36,10,29,28,32,11,17,30,11,36 = 716 total damage/ 27 hits = 26.5 average damage

    Test 2
    20 Lumberjacking (due to 100 Strength), using a GM made Large Battle Axe (6-38 base damage)
    28,17,33,27,12,24,11,19,20,12,31,17,17,16,10,16,18,26,25,30,17,28,8,20,26,33,30 = 570 total damage / 27 hits = 21.1 Average damage

    Attached Files:

  2. Blaise

    Blaise Well-Known Member
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    So where is the high end evidence?
    We are not seeing an issue in low end, but rather an issue in high end damage capability of GM Lumberjacks.
    Can you provide some statistics testing with +25 Vanq weapons?

    Thank you.
  3. suppilein

    suppilein New Member

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    Osi - UOR you could two-shot people, even with a GM made Large Double axe or something like that.

    In Fact 55+ hits were quite common
  4. HateCrime

    HateCrime Well-Known Member
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    LJing doesnt work?

    27 hits with a 100 LJer yielded 716 damage..

    27 hits with a 20 LJer yielded 570 damage..

    716-570 = 146 Point damage difference due to having GM lumberjacking.

    That 146 points is roughly what.... 25% more damage compared to the 570 hits done..

    Please feel free to continue your argument on how LJing doesnt work?? WHAT?!
  5. zombiekitty13

    zombiekitty13 New Member

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    My test so far:

    Char 1: 95 STR, 85 DEX, 45 INT

    weapon used was a two-handed GM axe

    100 Swords, Tact, Anatomy and LJ:
    24, 38, 24, 31, 31, 28, 22, 35, 14, 14, 39, 7*, 19, 40, 14, 9, 34, 26, 44, 42, 34, 18, 21, 31, 37, 28, 39, 35, 10, 25, 29, 27, 37, 15, 30, 38, 15, 44, 39, 32, 12, 9, 11, 23, 38, 36, 18, 38, 10, 8, 13, 7, 10, 15, 44*

    (7-44) range
    1401 total damage /55 hits = 25.47 average damage

    Char 2: 94 STR, 85 DEX , 46 INT

    weapon was repaired by GM smith

    100 Swords, Tact, Anatomy:
    32, 29, 7, 23, 9, 28, 30, 31, 21, 20, 30, 34, 21, 8, 10, 26, 8, 34, 40, 27, 32, 31, 11, 15, 16, 36, 14, 15, 32, 25, 33, 33, 35, 23, 35, 38, 35, 26, 23, 26, 22, 17, 22, 7, 24, 32, 39, 11, 8, 15, 29, 33, 22, 40, 30

    (7-40) range
    1353 total damage / 55 hits = 24.6 average damage
  6. zombiekitty13

    zombiekitty13 New Member

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    Char 1:

    14, 39, 33, 30, 30, 40, 28, 17, 9, 23, 32, 16, 20, 7, 13, 8, 34, 14, 28, 17, 28, 36, 26, 27, 38
    607 total / 25 hits = 24.28 damage average

    Char 2:

    25, 19, 37, 17, 12, 32, 41, 15, 14, 19, 33, 43, 34, 34, 11, 28, 9, 11, 32, 7, 21, 23, 43, 19, 27
    606 total / 25 hits = 24.24 damage average
  7. zombiekitty13

    zombiekitty13 New Member

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    As the following URL has been brought up a few times : http://uo.stratics.com/content/arms-armor/combat.php , I thought I would input some numbers and see what results I would obtain.

    Using the previous example of a Two-handed Axe with a damage range of 5-39 with 100 Strength, Tactics, Anatomy and Lumberjacking I was given 14-112 /2 which would result in 7-56 from a standard weapon with no bonus. Already I am seeing a problem here because a brand new Vanq Two-handed Axe with +20 Tactics was only doing 51 on a naked target. When we add +9 Vanq bonus into the damage calculator we get 40-138 /2 which would be 20-69.

    Again, I am using the calculator from http://uo.stratics.com/content/arms-armor/combat.php and the weapon chart from http://wiki.uosecondage.com/Weapons which is the most era accurate. So my question is: am I adding something up wrong? Or is LJ intentionally nerfed?
  8. Tater Salad

    Tater Salad Renaissance Volunteers
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    Anyone else find it odd that with no armor or wrestle the weapon barely even hit base damage with lj bonus
  9. Tashlin

    Tashlin Member

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    Good point, with gm tactics/anatomy/lumberjacking and 100 str should be doing way over base damage.

    gm tactics causes you to do 150% base damage which is a 50% bonus
    anatomy gives 20% dmg bonus
    Lumberjacking gives 30% dmg bonus
    100 Strength gives 20% dmg bonus

    That's 120% BONUS damage or 220% base damage
    It certainly seems like maybe the tactics bonus damage isn't being applied for the average damage to be so low against an opponent with 0 skill and 0 armor. with 0 tactics you do 50% base damage if you factor in 70% bonus damage from anatomy/strength/lumberjacking you'll do 120% base damage with lumberjacking and 90% base damage without which is EXACTLY what the averages came out to. (6+38)/2 = 22 (.9 higher then test 2 results).... 22x1.2 = 26.4 (26.5 was test 1 results with gm LJ)

    Something is clearly broken or wrong. The average with gm stats and 100 str against 0 armor 0 weapon skill SHOULD be able to be calculated as follows. [(6+38)/2]x2.2 = 48.4 average damage with a max of 83.6 and minimum of 13.2, Considering an Axe SHOULD WITH LUCK be able to 2 shot someone with 100 health wearing studded gm leather armor 83.6max before mitigation sounds very accurate and 48.4 average unmitigated seems spot on.....
  10. Tashlin

    Tashlin Member

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    Ummmm what's the "halve all remaining damage" about? Damage might be reduced to some degree but with that in there war hammers can't 2 shot with luck. Hell nothing short of a perfect halberd could and I know that's not era accurate by any means.
  11. Wulver

    Wulver Well-Known Member
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    I know for a fact that tactics is working.

    I don't have exact number because I didn't write it down but:
    I had 2 gm archers test out the same bow (gm anat both).
    One had 95 tact and the other 0 tact.

    I hit max of 38~ with 95 tact
    and max of 19~ with 0 tact

    I was hoping to get away with no tactics on one build but I couldn't do it, had to build it up because that dmg sucked, I think it was a power bow also.
  12. Tashlin

    Tashlin Member

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    Still the damage is way low. I remember 2 shotting people with gm made two handed axe and gm lumber all the time. 2 lucky shots = dead. right now max damage with a perfect +25 vanq is barely barely barely able to 2 shot someone with 0 weaponskill and 0 armor. Something definately isn't adding up. The whole point of Lumberjacking wasn't to be able to 2 shot someone, it was to be able to do it more often. Especially with hit chance so low from wrestling.
  13. Chris

    Chris Renaissance Staff
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    Weapons from the very beginning of UO had been very clear on the damage that should be done with the weapon. What has become unclear over time is how skills and stats factor into this.

    Based on stratics information from the era the RunUO devs designed the current combat system. Which in essense is an understanding that a large battle axe, for instance, should do 6-38 damage.

    The method in which they calculate this damage is based on your skills and stats generating a multiplier between 0 and 220% (or so). This is combined with the base damage and the damage modifier for the weapon to get a base adjusted damage number. Since the multiplier was only used to determine the effect of your skills on the damage applied, the total of this formula is halved.

    If we simplify the situation to just two variables it would work like this.

    If your tactics and swords skill applied directly to the damage. So you have 90 tactics and 90 swords and you rolled a 28.

    So the formula for this example would be (28 * 1.8) / 2 = 25.2 damage.

    The division by two is to account for the combined values of the 2 skills used to determine the modifier. Obviously the RunUO method is more complicated but at its base this is the intent.

    The problem with the RunUO method is that you cannot just simply keep stacking bonuses onto combat damage because you create larger disparity between the minimum hit, and the maximum hit amounts. In essence creating a feast or famine system. We have reviewed the documentation available, the RunUO process and the logical process as determined from information posted by OSI staff during the time period.

    Once we have all of the information available we will review the combat damage, and perfect the system to match how OSI designed it, resulting in damages you would expect.

    Our goal here is perfection in relation to the combat system. Where players can look at their skills, a weapon, the targets armor, and the skills of the target to have a general understanding of what the damage/ accuracy should be. We are moving in the right direction, but still have work to do.

    Expect a post in ERA discussion soon to open discussion on the next step in perfecting combat damage and skill integration on Renaissance.

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