I don't know a whole lot about accuracy rate formulas, but pretty sure your max hit formula is:
(Str + 2hs skill)/100 x wpn dmg + dmg bonus
Next you create a damage interval system of 20 numbers. First number is the lowest you can hit for (damage bonus), highest number is your max hit, then there's 18 numbers in between those. Then I believe your attack rating vs NPC AC determines how often your hits land on any of those 20 individual numbers. On an emulator, they might just use a random number generator to determine how often the dice lands on any of these 20 numbers which would result in lower or higher than average DPS. This would result in things like not doing enough DPS vs casters in PvP or hitting other melees too hard in PvP.
Here's max dmg from a monk parse done on EQ live when Kunark was latest expansion:
"59 monk with Imbued Fighter Staff, 255 str, max 2hb skill, epic atk buff, max hit 221"
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