Physical Damage [mechanics]

This is a draft for now, some more sections and some formulas will follow soonish.

What does speccing in a weapon line do?
Speccing in a weapon line gives you access to new styles. Every point, regardless of base skill, bonus skill from items or bonus skill from realm rank, reduces the chance to miss by 0.5% per spec point. Every single skill point in a dual wield line increases your chance to hit with the offhand. For savages every single skill point in h2h raises the chance to have a dual/triple/quad hit.

The soft cap of useful weapon skill for base damage is a total skill of enemy level +2, e. g. 52 against level 50 opponents. Up to this soft cap every point, regardless of the source, raises your minimum and maximum damage, this increase does not affect the damage cap. Every skill point, regardless of the source, up to the soft cap also has an effect on enemy defense (this mechanic is called defense penetration).

Every single skill point raises the damage bonus from styles of that line, the skill soft cap does not apply. This combined with the soft cap above is why in case of dual wield classes popular specs have the modified base weapon spec (e. g. slash, sword, blades) at 52 and then spec 50 in their dual wield line. This results in the same damage as a 50/50 spec against level 50 opponents as long as you only ever use styles from the dual wield line.

For 2h weapons only, every point in the 2h spec (in case of Midgard including sword/hammer/axe) raises the weapon dps (meaning it does also raise the damage cap). This mechanic is called the two handed bonus, the skill soft cap does not apply.

Only for albion 2h specs a 33% damage penalty exists which is nullified once the base weapon skill (e. g. slash in case of 2h sword) is at the soft cap, this mechanic is called the albion dual spec penalty, going beyond the soft cap does not turn this into a bonus, it's at most just nullified. This penalty does not affect the damage cap.

Archer specs have an extra damage multiplier that is not affected by the soft cap and bows also count as two handed weapons.


Swing speed / Quickness
For the swing speed calculation the quickness cap is 250. Going over 250 quickness still increases your evade chance (if your class can evade).

The effective swing speed cap is 1.5 seconds. Overcapping does not result in a damage penalty.

There are 2 forms of haste buffs, haste and celerity, both are functionally equivalent, stacking behavior is additive. Buffs and debuffs are substracted from one another, e. g. +18% haste and -17% haste is the same as having +1% haste. The friar, warden and savage self haste buffs are short duration haste buffs, they can coexist with long duration haste buffs, e. g. with the buff potion haste, the higher of these haste buffs will be active then.

Changes to the effective swing speed, e. g. via haste / quickness, do not change your base damage but do affect the bonus damage done by styles. Stealth opener style bonus damage is not affected by swing speed.

In case of dual wielder, for an attack round where both weapons swing (always in case of berserker, shadowblade) the average of both base weapon speeds is used as the base weapon speed, the swing speed change from this mechanic does not affect the style bonus damage. This mechanic is called the la(/dw/cd) haste effect. E. g. with a 4.0 MH and 2.0 OH you would have the same swing delay as if you had only a single 3.0 weapon after attack rounds where both weapons swing.


Unstyled / Base Damage
Clamped Weapon DPS: Capped at 16.2 at 50, 16.5 at 50 and RR5 -> (1.2 + 0.3 * Level) * (Quality / 100)

Effective Weapon Damage:
var twoHandedBonus = input.TwoHandedBonus.apply ? 1.1 + input.TwoHandedBonus.twoHandedSpec * 0.005d : 1d;

var dps = input.ClampedWeaponDps * input.WeaponSpeed * 10;
dps *= 0.94d + input.WeaponSpeed * 0.03;
dps *= 1 + 0.01 * input.MythicalDps;
dps *= twoHandedBonus;
dps *= 1 + 0.01 * input.MeleeDamage;
dps /= 10;

return dps;

Unstyled cap damage: effective weapon damage * 3. Note that this 3 represents the damage modifier cap. We show the damage modifier on every hit, for display purposes ingame it's just multiplied bei 1000.


Our physical damage is largely based on the formulas found here: https://camelotherald.fandom.com/wiki/Melee_Damage, which in turn are largely based on research / testing done by a player called Vanesyra, example: https://www.ignboards.com/threads/melee-speed-melee-and-style-damage-or-why-pure-grothrates-are-wrong.452406879/ and were then further augmented by our own testing as well as some custom adjustments.

Re: Physical Damage [mechanics]

gruenesschaf wrote:
Mon 3 May 2021 1:18 AM
There are 2 forms of haste buffs, haste and celerity, both are functionally equivalent, stacking behavior is additive. Buffs and debuffs are substracted from one another, e. g. +18% haste and -17% haste is the same as having +1% haste. The friar, warden and savage self haste buffs are celerity.

I assume that is just a typo and those actually count as haste?, else that would mean it should stack with i.e. a buffed haste from something like the combined pot?
gruenesschaf wrote:
Sat 10 Apr 2021 5:22 PM
Aside from watching groups fail in the pve instances, a favorite past time of many staff members is to delight in the pain and suffering of playes caused by minor annoyances like this.

Re: Physical Damage [mechanics]

gruenesschaf wrote:
Mon 3 May 2021 1:18 AM
This is a draft for now, some more sections and some formulas will follow soonish.

What does speccing in a weapon line do?
...Every point, regardless of base skill, bonus skill from items or bonus skill from realm rank, reduces the chance to miss by 0.5% per spec point. ...

Is the miss chance reduced beyond 52 combined skill or is the miss chance at 52 combined skill at its minimum for lvl 50 enemies?
Phoenix
Conneletha - Enchanter
Adwaenyth - Nightshade
Ainibhin - Champion

Legacy
Logres - Adwaenyth NS 11L2 / Derval Druid 8L0 / Eveliie Eld 7L1
Prydwen - Adwaenyth Banshee 8L0
and many more...