Question in Style Damage Formula

Started 6 Mar 2020
by Freedomcall
in Ask the Team
So I was trying to calculate some melee damages according to the link Gruenesschaf used to refer to,
but am stuck on style damage formula.

STYLE_DAMAGE = (STYLE_BASE + (SPEC - STYLE_LEVEL) * STYLE_GROWTH) * SWING_SPEED * DAMAGE_MODIFIER / 10

So, apparently I can find all the information on spec, style level, growthrate, etc...
And also able to calculate swing speed and damage modifier.

But what exactly is Style Base? I mean, where can i find the exact number of the "style base"s of the styles?
I tried to find it from ingame combat logs or relevant forum posts but failed.
Could any dev can give some info about it?
Sat 7 Mar 2020 2:05 AM by gruenesschaf
Freedomcall wrote:
Fri 6 Mar 2020 11:41 PM
So I was trying to calculate some melee damages according to the link Gruenesschaf used to refer to,
but am stuck on style damage formula.

STYLE_DAMAGE = (STYLE_BASE + (SPEC - STYLE_LEVEL) * STYLE_GROWTH) * SWING_SPEED * DAMAGE_MODIFIER / 10

So, apparently I can find all the information on spec, style level, growthrate, etc...
And also able to calculate swing speed and damage modifier.

But what exactly is Style Base? I mean, where can i find the exact number of the "style base"s of the styles?
I tried to find it from ingame combat logs or relevant forum posts but failed.
Could any dev can give some info about it?

Not using that for most styles as the required data isn't available for old styles / pre revamp, we're using the common single value growthrates for that.
Sat 7 Mar 2020 3:19 AM by Freedomcall
gruenesschaf wrote:
Sat 7 Mar 2020 2:05 AM
Freedomcall wrote:
Fri 6 Mar 2020 11:41 PM
So I was trying to calculate some melee damages according to the link Gruenesschaf used to refer to,
but am stuck on style damage formula.

STYLE_DAMAGE = (STYLE_BASE + (SPEC - STYLE_LEVEL) * STYLE_GROWTH) * SWING_SPEED * DAMAGE_MODIFIER / 10

So, apparently I can find all the information on spec, style level, growthrate, etc...
And also able to calculate swing speed and damage modifier.

But what exactly is Style Base? I mean, where can i find the exact number of the "style base"s of the styles?
I tried to find it from ingame combat logs or relevant forum posts but failed.
Could any dev can give some info about it?

Not using that for most styles as the required data isn't available for old styles / pre revamp, we're using the common single value growthrates for that.

I see. Could u tell me that formula then, plz?
I first assumed a specific constant number multiplied at "Spec * Growthrate * swing spd * dmg modifier/10",
but it seems to some gap with the test I did on dummy.
Sat 7 Mar 2020 3:32 AM by gruenesschaf
Freedomcall wrote:
Sat 7 Mar 2020 3:19 AM
I see. Could u tell me that formula then, plz?
I first assumed a specific constant number multiplied at "Spec * Growthrate * swing spd * dmg modifier/10",
but it seems to some gap with the test I did on dummy.

style damage = damage * growth rate * spec * swing speed / damage cap

Growth rates are under normal circumstances (ie realistic specs etc.) good enough and the actual difference in the end is only a couple points of damage. However, the style base variant is the correct one which can be best seen at certain edge cases like the level 2 styles, style spec is basically supposed to have virtually no effect on those, however they should still produce some + damage at level 2 -> these are examples where there is some style base value but basically zero style growth, this can't really be represented by the approximating growth rate system.
Sat 7 Mar 2020 3:57 PM by Freedomcall
gruenesschaf wrote:
Sat 7 Mar 2020 3:32 AM
style damage = damage * growth rate * spec * swing speed / damage cap

Growth rates are under normal circumstances (ie realistic specs etc.) good enough and the actual difference in the end is only a couple points of damage. However, the style base variant is the correct one which can be best seen at certain edge cases like the level 2 styles, style spec is basically supposed to have virtually no effect on those, however they should still produce some + damage at level 2 -> these are examples where there is some style base value but basically zero style growth, this can't really be represented by the approximating growth rate system.

Thank you.
I could get pretty close numbers to my tests on dummies by using that formula.

I have another question.
I couldn't find any formula that includes weapon quality/condition.
At which point does weapon qual/con affect melee damage formula?
There is "Item quality" in Enemy Armor Formula, but apparently it is armor quality, not weapon quality, right?

I have observed that weapon quality doesn't change the damage modifier,
so I assume it affects somewhere in the DPS formula,
and does weapon quality also affects style damage as well seperately?
Sun 8 Mar 2020 1:35 AM by pollojack
Freedomcall wrote:
Sat 7 Mar 2020 3:57 PM
gruenesschaf wrote:
Sat 7 Mar 2020 3:32 AM
style damage = damage * growth rate * spec * swing speed / damage cap

Growth rates are under normal circumstances (ie realistic specs etc.) good enough and the actual difference in the end is only a couple points of damage. However, the style base variant is the correct one which can be best seen at certain edge cases like the level 2 styles, style spec is basically supposed to have virtually no effect on those, however they should still produce some + damage at level 2 -> these are examples where there is some style base value but basically zero style growth, this can't really be represented by the approximating growth rate system.

Thank you.
I could get pretty close numbers to my tests on dummies by using that formula.

I have another question.
I couldn't find any formula that includes weapon quality/condition.
At which point does weapon qual/con affect melee damage formula?
There is "Item quality" in Enemy Armor Formula, but apparently it is armor quality, not weapon quality, right?

I have observed that weapon quality doesn't change the damage modifier,
so I assume it affects somewhere in the DPS formula,
and does weapon quality also affects style damage as well seperately?
My understanding is quality helps but isn't a big decider, hence most are fine with 99% qua. The formula has so many more important variables like using 51 gear at RR5 or spec. That being said I still go for MP gear, it is less than a plat to make MP cloth and for melees every bit you get helps. I'd love to see a custom modification of 99% gear offering everything 100% gear does minus the imbue points.

Con will be difficult to test or easy to test depending on your perspective. On this server CON of gear is counted as 100% till it hits 89%.
Thu 2 Apr 2020 10:25 AM by Centenario
gruenesschaf wrote:
Sat 7 Mar 2020 3:32 AM
style damage = damage * growth rate * spec * swing speed / damage cap

I think the damage has to be studied like this:
Weapon Damage
Weapon Cap Damage
Weapon Modified Damage (Left Axe, Left Hand)
Weapon Style Damage
Weapon Special Style Damage (CS)
Total Damage

DAMAGE CAP:
CAP(1h) = DPS * SPD * 3 * [(1+ (SPD - 2 ) *0.03)] <== Slow WPN bonus
CAP(2h) = DPS * SPD * 3 * SLOWbonus*[(1.1 + (0.005*2hSPEC))] <== 2h WPN bonus
DAMAGE:
DMG= DPS * SPD * Quality * Condition * [WPNskill/TargetAF] <== Penetration
DMG=CAP(1h) when Penetration = 3* SLOWbonus or around 3.2 (max)
DMG=CAP(2h) when Penetration = 3*SLOWbonus*2hWPNbonus or around 4.8 (max)
So it is a lot harder to reach cap damage with a 2-hander.
STYLE DAMAGE:
coded version
"style damage = damage * growth rate * spec * swing speed / damage cap"
my version
styleDMG= [DMG * (1+g) * spec/lvl * (1-Haste) * (1-ASbonus)*(1-(QUIbonus)]-DMG
TOTAL DAMAGE
T[DMG]=MAX[(DMG+styleDMG),CAPdmg]
Fri 3 Apr 2020 12:02 AM by sylvynyr
Freedomcall wrote:
Sat 7 Mar 2020 3:57 PM
I have another question.
I couldn't find any formula that includes weapon quality/condition.
At which point does weapon qual/con affect melee damage formula?
There is "Item quality" in Enemy Armor Formula, but apparently it is armor quality, not weapon quality, right?

BASE_DAMAGE = DAMAGE_MODIFIER * DPS

DPS = [[[[[WEAPON_DPS * WEAPON_SPEED * 10]
* (0.94 + WEAPON_SPEED * 0.03)]
* TWOHANDBONUS]

TWOHANDBONUS = 1.10 + 0.005 * SPEC

WEAPON_DPS = DPS Rating * Quality * Condition

16.5 MP weapon at 100% condition = 16.5 * 100% * 100% = 16.5 DPS

Keeping in mind RR5 is required to hit 16.5 dps
< RR5 caps at 16.2 dps
This topic is locked and you can't reply.

Return to Ask the Team or the latest topics