Thread: Melee damage
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  #48  
Old 10-06-2011, 09:45 AM
Treats Treats is offline
Fire Giant


Join Date: Feb 2010
Posts: 981
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Quote:
Originally Posted by Bockscar [You must be logged in to view images. Log in or Register.]
Consider, for instance, that our weapons suck. Melees are running around with 5dmg weapons. When a hit gets mitigated to less than 1 damage, it displays as a miss. When your maximum damage is 10, you'll get a lot more displayed misses due to the damage being mitigated to less than 1. Look at screenshots from someone like cwall with a 30dmg weapon - his hits look fairly consistent, and that's because a hit with a 30dmg weapon will very rarely be mitigated to 0. Once better weapons, damage tables and melee damage bonus kicks in, it'll help a lot.
Not sure how people came up with this theory that you can mitigate at hit into a miss. This is not possible. Avoidance and Mitigation are SEPARATE mechanics.

Quote:
Weapon skill affects the following:



- Offense rating. Offense is used in two ways for PCs. First, it is rolled against the opponent's mitigation to determine initial damage amount. This is based on an index from 1 to 20 and is the same for NPC attacks. Second, for PCs only, it is used in conjunction with damage tables to determine extra damage. This extra damage is capped at a percent based on your damage tables - that's the 3.05 number you know, although in fact it also adds +1 damage if you're level 55 or higher. Once you have enough offense to roll that percentage, you won't see your max hit increase simply by gaining more attack, although your average percentage will increase. This is one reason why offense has diminishing returns at high amounts.



- To-hit rating. To-hit is rolled against the opponent's avoidance to determine if an attack hits or misses.
If you suspect there are problems with hit/miss ratio, do parses at lower levels and post in the bug forum.