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Old 07-16-2007, 02:58 PM  
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Default Re: melee crit question..

Correct, DPS mod affect the listed base damage shown by /weaponstat and Str bonus affect the actual damage shown by /weaponstat.
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Old 07-16-2007, 07:01 PM  
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Default Re: melee crit question..

yea i know that lol. what i was asking is how does one take the BASE damage of a weapon (the damage shown on it) and figure what your actual damage is with the weapon before DPS mod augmentations. just curious, would be interesting to know
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Old 07-17-2007, 05:41 PM  
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Default Re: melee crit question..

Well dps mod is calculated this way.

Listed damage * (1+dpsmod)

So if you want to find out the actual damage not including dps mod, do the following.

Get actual damage value from /weaponstat and divide by (1 + dpsmod)

---------------
Perhaps this might clarify things.

/weaponstat base damage = Listed damage * (1+dpsmod)
/weaponstat actual damage = Listed damage * (1+dpsmod)*strbonus

IIUC you want Actual damage not including dpsmod.

Thus
/weaponstat actual damage / (1+dpsmod)

makes sense?

Last edited by Evalin; 07-17-2007 at 05:47 PM.
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Old 07-17-2007, 06:08 PM  
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Default Re: melee crit question..

He is trying to figure out by looking at a weapon what his actual damage would be without having to win said item and equip it. The only way to do know that would be to figure out the curve at which strength gives damage bonus.
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Old 07-17-2007, 09:44 PM  
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Default Re: melee crit question..

Unfortunately, I don't have the formula for calculating the str bonus. But for any given str value, the str modifier is the same regardless of weapon so you can pre calculate the modifier and just multiply base by dpsmod by strmod to get a ballpark figure. Since its straight multiplication you can just compare the base values or the DRs and factor in the min/max ratio versus your crit percentage.
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Old 07-17-2007, 11:51 PM  
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Default Re: melee crit question..

They shoudl throw in Crippling Blows also.. in addition to critical hits!
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Old 07-18-2007, 03:04 AM  
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Default Re: melee crit question..

Quote:
Originally Posted by Evalin View Post
Unfortunately, I don't have the formula for calculating the str bonus. But for any given str value, the str modifier is the same regardless of weapon so you can pre calculate the modifier and just multiply base by dpsmod by strmod to get a ballpark figure. Since its straight multiplication you can just compare the base values or the DRs and factor in the min/max ratio versus your crit percentage.
so basically what you are saying is... you take the weapons base damage (damage ratio say 20-201) and just add your str bonus and get rough numbers for it? then take the dps mod % and add that. will test around with it if i really find the need for the information. just curious because a lot of times i see people saying they can do upwards of 14k crit on bow shots and like 5k crits with some of the melee weapons in EoF, and im just curious what factors all play into this, as well as what usefulness these weapons would be to me with my current stats. also, it would be good since i can find out what the true value of adding more STR for + dps would be, such that if i push it passed the "sweet spot" on the curve because i can, i wanna know what use im gonna get out of it. looks like i have some toying around to do!
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Old 07-18-2007, 11:06 AM  
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Default Re: melee crit question..

You also have to factor in the amount that the mob is debuffed which would be another multiplier. I also believe that the str bonus is class dependent. So if you try to compare your results with another class that might be what is throwing it off.
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Old 07-19-2007, 12:09 PM  
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Default Re: melee crit question..

Faxon, I think I have what you are looking for. Or at least, I have a formula that will let you create your own formula for what you are looking for.

I created a simple diminishing returns formula that closely approximates the damage on my level 70 bruiser. This formula is not entirely perfect - ideally the exponent in it would be the same for every strength score, so there is something I am missing, but it does come pretty close. Note that this has *only* been tested on scores between 48 and 542 on a level 70 Bruiser. I suspect that your character's level is a factor in this and that is not accounted for in my formula. Similarly, I suspect that the exponent will be different for different archetypes (the dreaded "damage tables" and all that) so I will provide you with how I created this formula so you can all go do it for your own characters.

----------------------------------------------------
Step 1: A Diminishing Returns Formula
----------------------------------------------------


As you can see, this formula states that a weapon's damage is equal to its base damage (note: in all cases I used the max damage but min damage or any point in between works just as well) multiplied by your strength score taken to some unknown power. Since we are shooting for diminishing returns that power should be somewhere between 0 and 1 so that the higher our strength the smaller our increase over lower strength scores.

The problem, then, is how to discover x:
----------------------------------------------------
Step 2: Solving for X
----------------------------------------------------



So to find the exponent to attach to your strength you need two numbers: The natural log of your damage divided by your base and the natural log of your strength. Both of these are easy to get with /weapon and the default windows calculator (in scientific mode). Make sure you pair max damage with max base, or min damage with min base or you'll screw it up. I liked using max to make rounding errors less noticable. Also be sure to take off your DPS gear/buffs.

In my setup I have a Staff of the Flapping Wing with a max damage of 198. At a strength of 542 my listed max damage with no DPS buffs or gear on is 617.



So x= 0.180549. If my formula were perfect I could then take *any* strength and *any* base damage and solve this equation for damage. The truth is that the equation is a little bit off. The exponent is as high as .199729 at 48 strength and as low as .174732 at 210 strength (at which point it starts raising again). How big of a difference does this make?

Well, at 48 strength my damage was reported as 429. If I were to use the 0.180549 exponent, however, my result would have been 398. It is about 7.3% off. This large of a difference goes away pretty rapidly, however. At just 58 strength the actual exponent is 0.193274 and by 97 it is down to 0.180913. So, in practice for most strengths this will be accurate within 3%.

What would really help flesh this formula out is if people from different levels and different archtypes took some samples. All I need is your class and level, the max damage of your weapon, and a series of strength and damage value pairs and I can start trying to figure out how (or if) level plays a part.

Last edited by cornbread; 07-19-2007 at 12:11 PM.
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Old 07-19-2007, 12:43 PM  
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Default Re: melee crit question..

Also, this information could be used to to predict CA and spell damage increases based on str/int gain. The tricky part there is that without having 0 str or int there are no ways to find the base damage of the ability (that I know of).

Any information people can provide on CA/Spell damage increase when they change their strength/int would still be helpful, though.
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