Questions concerning uthgard melee mechanic formulas..

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Zippity
Phoenix Knight
 
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Joined: Oct 23, 2007 00:00

Postby Zippity » Nov 23, 2007 15:43

I am in the workings of getting supplies, materials and skills setup for a planned series of tests in an attempt to draw some conclusions on several oddities that I have noticed with melee/bow damage here, atleast as it pertains to hibernia.

My first order of business is to try to figure out how exactly the game mechanics work in regard to melee/ranged attacks and I could use some help with this if there are any people out there with great knowledge in this area. I have taken the liberty to begin research into the subject, in additon to my own anecdotal findings from playing here and having experienced played on live server in the past.

Here are the things that I would like to accomplish with this:

1. Discover how base damage/cap on uthgard works and in comparison to live server information up to 1.80. (i use patch 1.80 as a cut off point since this server supposedly will not use anything past that)


2. Ascertain whether or not bow damage on uthgard is working as it had on live server by patch 1.80.


3. Ascertain whether or not there are discrepencies in damage due to bugs via the way armor factor / armor type values are calculated in game.




The following will list some of the information I have in regard to these previously made objectives and of which I have need of assistance with understanding.



Objective I.

Information assumed to be true.

1. Base damage has a variance potential that is dependant on weaponspec. Attacks do an amount of damage that varies according to this scheme: 1 in weapon spec vary ranging from 25-125% , and go up to a maximum of 100% -150% of base damage at composite 50 weaponspec.
Meaning in short if my base damage was 100, and i specced composite 50 in a weapon skill, then my damage per hit would range between 100 to 150.


2. I am under the Assumption that this is the general formula used to calculate base damage (although it is worded as cap damage here)

Damage Cap (base damage I assume) = DPS * SPD * 3 * (1 + (SPD – 2) * .03)

Is this correct? Also if this is true, then how can base damage be calculated given a specific weapon/skillbonus using this? Is the variance of the attack simply a product of the number output by this formula. For example if the formula produced a raw number of 100 , does the game take a composite spec of 50 and allow the player to do 100-150 damage ?


Unknowns:

1. How does base damage originate? What is the formula to calculate this?

2. What is the formula used on uthgard to calculate base damage?

3. What function does cap damage have? Are cap damages and base damages just interchangable names for things that are actually one in the same? My undetstanding is that unstyled caps occur when you attack a target with signifanctly lower AF value when compared to your weaponskill. Targets that are also of a significant level difference apparently affect the amount of damage done/received as well. I would like to know exactly how caps relate to damage done in different situations (affects of buffs, skill bonus etc).


4. How do buffs/weaponspecl affect base damage (if at all)?


Objective 2.

Assumptions:


1.
Bow damage caps should work according to this general formula:

Formula used:

Regular Shot Cap = (edps * spd * 3 * (1 + (spd - 2) * .03)) * (1.1 + (.005 * spec)) * 1.25 (arrow bonus) * (1 + toa archery bonus)

Critshot Cap = Regular Shot Cap * 2



If regular shot cap damage is 500 damage then is the base damage from a regular should going to range from 500-750 at composite 50 spec?

2. Haste should have no effect on bow damage.


Unknowns:

1. How do caps factor into how much damage (base and max) is done to the target? In short how is base damage calculated for bows as well?

2. Why are there apparent discrepencies on uthgard in damage compared to some live examples when af on target is greater than zero?




Objective 3.


Assumptions

1. Armor innate vulnerabilities and resistances are working



Unknown:

1. Cannot explain high varience in damage occuring on various armor pieces even when hit by (supposedly) damage type that the armor is vulnerable to.



Sources:

http://daoc.nisrv.com/modules.php?name= ... age&pid=13

http://www.keeperofshadows.com/melee/index.html

http://kaber.bladekeep.com/basics.htm

http://kaber.bladekeep.com/melee.htm

http://daoc.catacombs.com/forum.cfm?Thr ... 8&forum=44

http://www.thegamersassociation.com/for ... php?t=2629




http://critshot.com/forums/archive/inde ... 10007.html

http://home.comcast.net/~shadowspawn3/bowdmg.html

http://critshot.com/forums/archive/inde ... -9928.html

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Runis
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Postby Runis » Nov 23, 2007 20:06

noone cares about stealthers. end.

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Zippity
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Joined: Oct 23, 2007 00:00

Postby Zippity » Nov 24, 2007 05:51

lol I sense a bit of frustration there =P

This is really planned to examine how things are working in general though.

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Pirith
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Joined: Aug 31, 2005 00:00
Location: Muspelheim aus [M]idgard.

Postby Pirith » Nov 30, 2007 23:46

/slaps Runis
Away you negative freak!

Seriously, i know what you mean but Zippity made a huge work (at least a nice presentation) that need to be done since years now.
I find it promising if it can performed, results found and i'm sure peoples like Blue would keep on eye it.

And this is not based only for stealther, but the overall damage mechanic.

Good luck.

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Zippity
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Posts: 1603
Joined: Oct 23, 2007 00:00

Postby Zippity » Dec 03, 2007 08:36

Just a small update. The testing is still being planned and I am wrapping up getting the resources needed to begin. As Soon as I get legendary fletching and tailor leveled I will have everything.


btw, thank you Pirith for your kind words of support, I hope to not dissapoint.

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Cerberwolf
Myrmidon
 
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Joined: Aug 01, 2007 00:00

Postby Cerberwolf » Dec 03, 2007 16:05

Runis wrote:noone cares about stealthers. end.


This is the reason that Runis goes for fishing all the time... :lol:

{Sorry for the Out of Subject Entry :roll: }

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Zippity
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Joined: Oct 23, 2007 00:00

Postby Zippity » Jan 06, 2008 23:57

Well it has been long overdue that I updated this thread. Testing has begun in full on hibernia. So far things are progressing, although I am having a bit of a tough time with finding availible test subjects. Ok well here is alist of things tested so far and what is left to be done (during this testing phase).

Data will be analyzed and a summary write up will be created when all testing is completed.

Note, I chose piercing based spec lines to do the testing with as hibernia is neutral to thrust damage. Celtic spear is considered a 2hand weapon spec so it should in theory act as a determination of how 2hand weapons work, although I do later plan on doing a test with actual lw speclines. This phase of testing is looking into the mechanics of how base damage is formulated and variance established. Things on the left to do list are subject to change depending on if new testing is required to find more information due to unforseen events.


I have a need for test subjects. All must be under realm rank 5 and level 50. As a reward for those that help me out, I will craft an item or suit of armor of their choosing up to master piece quality for material cost only. If you would like to aid the server by helping me, please contact Zippity in game on hibernia (or pm me here on the forum/irc) if you have the following classes:

1. All casters (for cloth armor melee/ranged tests)
2. Night shades
3. All scale users.


I am on U.S eastern standard time (GMT -5 ), and am usualy on almost all day, every day so I hope that covers availibility for those who are interested and are trying to find me. I will supply all materials for testing, including armor. The only thing a test subject will need to occasionally keep notice on the condition of their armor so that I can repair it if it degrades. A test subject will need to free up about 2 hours of time per test. This time is subject to change as it could be more or less, depending on how quickly the 1000 hit sample size is obtained. I will do everything in my power to make the testing as expedient and convienient as possible.



Tested:

Ranged Testing:

A. Damage vs Cloth

1. Damage of 12 bow spec +12 (no self af buff control test)
2. Damage of 12 bow spec +12 (self af buffed caster variance test)



B. Damage vs Leather

1. Damage of 39+12 bow spec



C. Damage vs Reinforced

1. Damage of 39+12 bow spec



D. Damage vs Scale

1. Damage of 39+12 bow spec at 1493 Weaponskill
2. Damage of 39+12 bow spec at 1525 Weaponskill




Melee Testing


A. Damage Variance

1. Damage of 1+1 piercing spec (control test)
2. Damage of 39+12 piercing spec (composite 51)



B. Piercing Damage

I. Versus Reinforced armor

1. Damage of 39+12 piercing spec (composite 51)





Left To DO:


Ranged:

A. Damage vs Cloth

1. Damage of 39+12 bow spec ( self af buff)
2. Damage of 12 +12 bow spec (self abs buff)
3. Damage of 39+12 bow spec (self abs buff)
4. Damage of 50+12 Bow spec


B. Damage vs leather

1. Damage of 50+12 bow spec

C. Damage vs Reinforced

1. Damage of 50+12 bow spec

D. Damage vs Scale

1. Damage of 50+12 bow spec



Melee


A. Damage Variance

1. 50+12 piercing spec
2. 1 +0 Celtic Spear spec
3. 40 +11 Celtic Spear spec
4. 50 +11 Celtic Spear spec



B. Piercing Damage



I. Damage vs Leather

1. 39+12 piercing spec vs leather



II. Damage vs Cloth

1. 39+12 piercing spec vs cloth



III. Damage vs Scale

1. 39+12 piercing spec vs scale





C. Celtic Spear



I. Damage vs Leather

1. 40+11 Celtic Spear spec vs leather




II. Damage vs Cloth

1. 40+11 Celtic Spear spec vs cloth




III. Damage vs Scale


1. 40+11 Celtic Spear spec vs scale



IV. Damage vs Reinforced

1. 40+11 Celtic Spear spec vs scale

[/u]


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