dmg variance

Started 21 Apr 2019
by Mordox49
in RvR
Hello
So there is this dmg variance for melee weapons, right?
How high has the weaponskill with +skill items to be to get this 100%-125% dmg output?

Some say 50 some 51 some 52....i am confused... :/

big TY
Sun 21 Apr 2019 3:45 AM by Saroi
52, anything higher than that gives no bonus to damage, unless you use that weaponline as styles.

I tried it with my SB using doublefrost(LA Style). With axe 36+16(52) I did about 5-6 more damage per hit than having 35+16(51). I also tried 50+16 axe and did the same damage as the 36+16.
Sun 21 Apr 2019 3:53 AM by qq6
When your weapon spec is at 2/3 of your level, your damage output variance is 75 to 125% of your maximum. The upper range of your damage potential does not increase from unspecced up to this point. Thus, the same character whose base damage output is 20 points but is now swinging with 2/3 weapon specialization will be generating from 15 to 25 points of damage or an average of 20 pts of damage or 100% of base damage.

If weapon specialization increases beyond 2/3 of your level, your upper limit starts to also increase along with your lower limit of damage variance, until at weapon specialization of 100% of your level, your damage output is between 100% and 150% of your base damage. Using our 20 point damage model, a character with 100% spec in that weapon would do from 20 to 30 points of damage for an average of 25 pts of damage or 125% average damage output.

http://talsyra.tripod.com/daocmechanics/damage_variance.html
http://talsyra.tripod.com/daocmechanics/weaponskill_mechanics.html

I do not know how true this is for this server, i do not look at numbers at all, neither do i test, but, it should be at least similar.
Sun 21 Apr 2019 10:12 AM by wubbl0rz
no dmg variance here. you will always do the same damage with the same style and the same weapon spec. no variance. just get 52 weapon (with skills and rr).
Sun 21 Apr 2019 11:31 AM by Mordox49
So whats the reason to bring it paricular to 52 than when there is no variance?
Sun 21 Apr 2019 11:35 AM by wubbl0rz
for more damage. but it does not have any randomness or variance between hits. its fine to do 39+13 weapon if you want good damage.
Sun 21 Apr 2019 7:00 PM by Saroi
Mordox49 wrote:
Sun 21 Apr 2019 11:31 AM
So whats the reason to bring it paricular to 52 than when there is no variance?

Getting weapon to 52 for max damage. Every point till 52 gives you more damage. Like I said from 51 to 52 I did around 5-6 more damage per hit, while using LA style. So you should always look to get weapon at 52 with + skills for the highest damage. Unless you use your weaponline styles, then always go as high as possible.
Sun 21 Apr 2019 7:19 PM by gruenesschaf
Speccing a weapon on live moves your minimum and maximum base (aka unstyled) damage higher, until enemy level + 2, or in other words increases your average damage. There is always variance which is always a random number between 1 and 50 (that's where most descriptions get the 50% difference, ie 75 - 125, from but there are no break points like 2/3 for 75 - 125), regardless of spec (this also means there are at most 50 different damage values you can see given the same attacker and defender stats).
The only difference here is that the rng 1 - 50 is always a 25.

Here a test case comparing our damage via our formula vs observed dmg on live:

BM 70% cond mainhand weapon against dummy (70% to not have variance due to weapon con loss). First line is output of our stuff, next line is minium and maximum observed after whacking at it unstyled for some time and comparing to our stuff. We still got a couple rounding differences but so far it looks close enough. Medium is the number you would always see here ingame.

1 + 9 spec, buffed
medium: 59.02, min: 46.00, max: 72.57
Observed minimum damage: 45, we got 102.22% of that
Observed maximum damage: 72, we got 100.80% of that

1 + 9 spec, unbuffed
medium: 43.39, min: 33.82, max: 53.36
Observed minimum damage: 34, we got 99.48% of that
Observed maximum damage: 54, we got 98.82% of that

21 + 9 spec, unbuffed
medium: 52.24, min: 42.48, max: 62.41
Observed minimum damage: 42, we got 101.13% of that
Observed maximum damage: 62, we got 100.65% of that

21 + 9 spec, buffed
medium: 69.65, min: 56.63, max: 83.21
Observed minimum damage: 57, we got 99.36% of that
Observed maximum damage: 84, we got 99.06% of that

42 + 9 spec, buffed
medium: 80.82, min: 67.80, max: 94.37
Observed minimum damage: 68, we got 99.71% of that
Observed maximum damage: 95, we got 99.34% of that
Mon 22 Apr 2019 5:13 AM by Mavella
gruenesschaf wrote:
Sun 21 Apr 2019 7:19 PM
Speccing a weapon on live moves your minimum and maximum base (aka unstyled) damage higher, until enemy level + 2, or in other words increases your average damage. There is always variance which is always a random number between 1 and 50 (that's where most descriptions get the 50% difference, ie 75 - 125, from but there are no break points like 2/3 for 75 - 125), regardless of spec (this also means there are at most 50 different damage values you can see given the same attacker and defender stats).
The only difference here is that the rng 1 - 50 is always a 25.

Here a test case comparing our damage via our formula vs observed dmg on live:

BM 70% cond mainhand weapon against dummy (70% to not have variance due to weapon con loss). First line is output of our stuff, next line is minium and maximum observed after whacking at it unstyled for some time and comparing to our stuff. We still got a couple rounding differences but so far it looks close enough. Medium is the number you would always see here ingame.

1 + 9 spec, buffed
medium: 59.02, min: 46.00, max: 72.57
Observed minimum damage: 45, we got 102.22% of that
Observed maximum damage: 72, we got 100.80% of that

1 + 9 spec, unbuffed
medium: 43.39, min: 33.82, max: 53.36
Observed minimum damage: 34, we got 99.48% of that
Observed maximum damage: 54, we got 98.82% of that

21 + 9 spec, unbuffed
medium: 52.24, min: 42.48, max: 62.41
Observed minimum damage: 42, we got 101.13% of that
Observed maximum damage: 62, we got 100.65% of that

21 + 9 spec, buffed
medium: 69.65, min: 56.63, max: 83.21
Observed minimum damage: 57, we got 99.36% of that
Observed maximum damage: 84, we got 99.06% of that

42 + 9 spec, buffed
medium: 80.82, min: 67.80, max: 94.37
Observed minimum damage: 68, we got 99.71% of that
Observed maximum damage: 95, we got 99.34% of that

Since we're on the topic of specs can you tell me if the paper-doll weaponskill value has any impact when using styles from advance melee combat lines like CS/LA/CD/DW? Do they have their own hidden weaponskill value or does our main weapon spec continue to improve our defense penetration beyond comp 52 when when using those advanced line styles?
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