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#171
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Not mine but Baadboye uses BoF/Swiftwind and has a primal. Cek is still ideal. Jolting with DW is horrible so skipping that process for dps is just rolling dice on the tank’s weapon procs **Xanthiss:** *Derakor the Vindicator in 145s, 162k @1116 / Plunge 16k@(113 in 139s) / Slaxor 12k@(89 in 139s) / Rohki 12k@(88 in 136s) / Xanthiss 11k@(78 in 141s) / Bagelicious 10k@(80 in 127s) / Baadboye 10k@(77 in 130s)) / Foxstab 10k@(75 in 133s) / Frydeigh 10k@(93 in 103s) / Tinypope 8k@(62 in 137s) / Pokesticku 8k@(61 in 138s) / Mixa 8k@(117 in 69s) / Kabbo 7k@(64 in 111s) / Apeirophobia 7k@(50 in 136s) / Howwe 6k@(49 in 126s) / Sunwind 6k@(42 in 139s) / Prettikitty 6k@(41 in 140s) / Fatally 6k@(40 in 139s) | |||
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Last edited by Snaggles; 06-11-2024 at 10:16 AM..
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#172
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You simply add the main hand damage bonus to the final damage number. So if a weapon hits for a maximum of 100 on your character, you would deal 109 damage total after the main hand bonus is applied. 2 handed weapons get an additonal damage bonus if their delay is large enough. I want to say this damage table is accurate for P99: https://lucy.allakhazam.com/dmgbonus.html?setcookie=1 So in the case of TStaff vs. IFS, TStaff gets +29 damage added to the final damage value, and IFS gets +34 damage added to the final damage value. These values have the main hand damage bonus already added in, and are for a level 60 character. EDIT: I did do max damage calculations before. This is using a 46/44 weapon on a level 60: Minus factor can be found in the link starting on line 5285: https://github.com/EQEmu/Server/blob...one/attack.cpp Damage Table for a level 60: { 285 Max Extra, 23 Chance, 65 Minusfactor } 1. 225 Offense Skill + ((2 * 231 Strength - 150) / 3) + 21 ATK (1x AoB item + Firefist) = 350. 2a. 350 - 65 (Minusfactor from damage table) = 285 2b. (285 / 2) + 100 = 242.5 2c. ((46 Weapon Damage * 2) * 242.5) / 100 = 223.1 2d. Add 2h damage table bonus. Total is 37 according to https://lucy.allakhazam.com/dmgbonus.html?setcookie=1 (this includes the formula 3 + ((60 level - 28) / 3) + ((44 delay - 40) / 3)). 37 + 223.1 = 260.1 https://youtu.be/Py96jk2NflU video link for test.
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Last edited by DeathsSilkyMist; 06-11-2024 at 10:56 AM..
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#173
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You calculate damage bonus when doing ratio. That’s how you compare weapons of varying ratios when accounting for damage bonus application/second. The Swiftblade of Zek (11/18) is a much worse flat ratio than a Blam Stick (30/40) at .6111 vs .75. But on low AC stuff it’s not horrible.
11x2+11 (damage bonus)/18 Delay = 1.8333 30x2+11 (damage bonus) /40 (delay) = 1.775 Calculation above is the same for OH but no damage bonus and you should account record swing ratio. For a 60 ranger the offhand swings exactly .75 times compared to the MH parsed over a 20 minute fight. 2h’s damage bonus is not flat calculated as it changes depending on delay; there are still more and less efficient 2h’s. https://lucy.allakhazam.com/dmgbonus.html While it does really matter since there are a finite amount of options, the tstaff is an example where a sub 1/1 ratio weapon can exceed a post 1/1 ratio weapon. Not by much, but by some. Especially if factoring the DD proc. 29/30 (tstaff) 29 (weapon dmg)x2 + 29 (dmg bonus) / 30 (delay) = 2.9 ratio 45/44 (priceless brawl stick) 44 (weapon dmg)x2 + 37 (dmg bonus) / 44 (delay) = 2.886 | ||
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#174
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Another thing to consider is min hit. Weapons with over 15 damage have a min hit of 2 versus a min hit of 1. There may be other cutoffs as numbers get higher, but I never tried to parse it. | |||
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#175
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Let's say you are fighting a mob with a 25 damage weapon. For eases sake we will say max damage is just 25 * 2 = 50, and the minimum damage is 1. We will also say the mob's AC allows you to roll unweighted dice. The average damage of the weapon would be 25, and you are always getting + 11 as a flat bonus. So your average damage per swing is 36. If you add 11 to 50 instead, the calculation would say you have 30.5 damage per swing on average, which isn't correct. In practice a player's max damage is higher than simply weapon Damage x 2. In the calculation I did above, A 46 damage weapon can hit up to 223 before damage bonus. The average of that would be 111.5 + 37 = 148.5 on unweighted dice. If you added the damage bonus first, it would be 260/2 = 130 average damage on unweighted dice.
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Last edited by DeathsSilkyMist; 06-11-2024 at 12:57 PM..
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#176
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Just an extreme way to view the adage of “speed is always better in MH”. It still depends on how the math breaks on ratio vs damage bonus application. DSM, The calculation I reference is the standard way to compare weapons in EQ. At least per the community and wiki. It’s not perfect but that’s why people parse. If you are trying to figure out which weapon is an “upgrade” you need a napkin math way to solve the issue because you can’t borrow Tunare’s hair to parse for hours and give it back. Every weapon I’ve done the math for has made sense over a number of parses. The calculated ratio between the BoF/Swiftwind and Meljeldin is very similar and those two parses have them both at 77dps. It’s not perfect but it’s the closest we have to a proven method. At least that I’m willing to accept without a lot more math to justify a change. If it’s not broke… | |||
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Last edited by Snaggles; 06-11-2024 at 01:22 PM..
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#177
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Mainhand always calcs DMG bonus, offhand pure ratio, 2h pure ratio. 2x DMG +11/delay is the formula for mainhand
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#178
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Agreed.
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#179
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2h pure ratio? Wouldn't damage bonus make e.g. a 30/30 2h better than a 51/50 2h?
Edit: ah ha, since damage bonus is delay-dependent for 2h, that's not true. Now I understand why you say 2h pure ratio, nevermind. | ||
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Last edited by bcbrown; 06-11-2024 at 02:53 PM..
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#180
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MinusFactor Level 1-50 = 105 Level 51-55 = 80 Level 56-59 = 70 Level 60 = 65 Blam Stick 1. 225 Offense Skill + ((2 * (231 Strength + 21 ATK from 1x AoB and Firefist) - 150) / 3) = 343. 2a. 350 - 65 (Minusfactor from damage table) = 278 2b. (285 / 2) + 100 = 239 2c. ((30 Weapon Damage * 2) * 239) / 100 = 143.4 max damage before damage bonus 3. 143.4 + 9 (min damage) / 2 = 76.2. average damage 3a. 76.2 + 11 (damage bonus) = 87.2 damage average * 0.5 miss rate = 43.6 3b. 43.6 / 40 (delay) = 1.09 ratio SBoZ 1. 225 Offense Skill + ((2 * (231 Strength + 21 ATK from 1x AoB and Firefist) - 150) / 3) = 343. 2a. 350 - 65 (Minusfactor from damage table) = 278 2b. (285 / 2) + 100 = 239 2c. ((11 Weapon Damage * 2) * 239) / 100 = 52.58 max damage before damage bonus 3. 52.58 + 9 (min damage) / 2 = 30.79 average damage 3a. 30.79 + 11 (damage bonus) = 41.79 damage average * 0.5 miss rate = 20.895 3b. 20.895 / 18 (delay) = 1.16 ratio You can see that 21 is almost 22 if you simply added 11 (weapon damage) + 11 (damage bonus) for SBoZ, and 43.6 is close to 41 if you simply added 30 (weapon damage) + 11 (damage bonus). That's why the simplified formula often works, but you can see the values are not quite correct with the simpler calculation, which could give you the wrong answer when the weapons are close.
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Last edited by DeathsSilkyMist; 06-11-2024 at 03:27 PM..
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