Seeking help with damage testing

Discussion in 'Renaissance Discussion' started by Keza, Oct 30, 2020.

  1. Keza

    Keza Renaissance Staff
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    Hello all, I recently did a pile of testing on a hot topic item, weapon damage! I have lots of great data on the outputs of 4 weapon types that will put many questions to rest.
    [​IMG] Katana _____[​IMG] Haberd _____[​IMG] Bow _____ [​IMG] heavy Xbow

    My request for help is for someone(s) to chart and maybe graph this data into a single shareable image. Why? because the test data from these 4 weapons can give alot of new players huge amounts of information about how damage really works here on UOR. All images attached, sorry its not easier to read, thats where helps needed :D

    Weapon Testing Katana.jpg Weapon Testing Katana armored.jpg

    Weapon Testing Halberd.jpg Weapon Testing Halberd armored.jpg

    Weapon Testing Bow.jpg Weapon Testing Bow armored.jpg

    Weapon Testing HeavyXbow.jpg Weapon Testing HeavyXbow armored.jpg
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  2. Dalavar

    Dalavar Well-Known Member
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    Hi Keza - did your character have 100 DEX in this test?
  3. Keza

    Keza Renaissance Staff
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    Yes, character setup for 100/100/25 with GM all skills. There are also many many more results coming soon. A new area on test server is being used to test ALL weapon types as Vanq Slayers, slayers, Vanqs, and normals. Testing all 4 variations of 40 weapons on 3 different armored targets will result in 480 data outputs. Why? because the test so far show that every player-made weapon damage chat is off by 5%-100%! Mostly the big miscalculations happen in areas of damage mods+slayer and damage mods+slayers vs. armored targets. Seems the only way to make an accurate damage chart is to run 480 tests hahaha. To that end, I have attached the macro that will be used for all these tests. My first images in this post were run at 200 seconds each, this macro is test to test at 300 seconds (5 minutes). This will get a more consistent damage result and is more likely to reveal a true MAX damage hit.

    TestCenter Damage testing.jpg

    Attached Files:

    Last edited: Nov 1, 2020
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  4. Magus Emplar

    Magus Emplar Well-Known Member
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    I've been capturing the raw data here: https://docs.google.com/spreadsheets/d/1p3tfMe1iuArs4thZZYOWPZ1QjgRPl8B6wAgspVsg4jY/edit?usp=sharing

    It's still a work in progress as we collect all the data points.

    As Keza said, the trials are run like this:

    * Keza has 3 zombies. One with 0AR, one with 18AR, and one with 80AR.
    * Each zombie has 100 Wrestling, to minimize deviation in DPM that would come from the zombie gaining skill since the beginning of combat. The DPM vs a defender with 0 Wrestling should statistically be 2x, since instead of hitting 50% of the time, you'd hit 100% of the time.
    * Each zombie has 65k health, so it can be beaten on for quite a while without interruption.
    * The attacking player has all skills maxed out at 100%, and has 100 strength and 100 dexterity. This means that the tracked damage output is for the most highly optimized player build, after applying all modifiers for any skills or stats that may impact damage output (i.e: Lumberjacking bonus, Tactics bonus, Anatomy bonus).
    * Each trial is run for 5 minutes (300 seconds) using the script Keza shared above.
    * During each trial, Razor's damage tracker report is used to inspect the *maximum single damage* and the *total damage* dealt to the zombie being used in that trial. The maximum damage is divided by 5 to get the average DPM for that trial.

    The following variations are being tested for each weapon:

    * Regular (no modifiers)
    * Exceptional
    * Vanquishing
    * Slayer
    * Slayer + Vanquishing
    * Exceptional + Valorite (+25 Tactics, Vanquishing) (where applicable)

    Keza's combat lab could be used to validate our assumptions on how certain skills and stats play into damage output, too.

    * 10 STR vs 100 STR
    * 0.0% Anatomy vs 100.0% Anatomy
    * 0.0% Tactics vs 100.0% Tactics
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  5. Keza

    Keza Renaissance Staff
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    Thread bump, recently confirmed that GM tactics adds 25% damage. Some were asking if that 25% is added before or after slayer bonus, and how were/how STR plays into it. I dont have time test all these things but everything needed to run the tests in there on test server, have at it!

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