Elemental and Bonus weapon damage: Difference between revisions
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Edit: A player corrected me on a mistake with the elemental damage roll; if NPC resist is very low we don't do a roll at all and the full elemental damage is used. Sorry for the mistake! | Edit: A player corrected me on a mistake with the elemental damage roll; if NPC resist is very low we don't do a roll at all and the full elemental damage is used. Sorry for the mistake! | ||
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Latest revision as of 18:44, 24 April 2021
From this Darkpaw forum post by niente, EQ Developer.
Elemental damage works like so:
- Accumulate all the elemental damage on a weapon and its augments.
- For each resist type, if the NPC has 200 or less of that resist, do a roll
- Roll from 0 to 200
- Subtract the NPCs resist of that element type from the roll
- If the remaining value is less than 100
- Multiply the elemental damage by our remaining roll and divide by 100 (integer division)
- Otherwise add 0 damage
Short example - a weapon has 10 fire damage and an NPC with 100 fire resist.
If we roll 150, subtract 100 FR, our result is 50, we multiply our damage by 50 / 100 and get 5 bonus fire damage on the swing.
There are a few interesting things to draw from this which should probably be updated:
- If we have only 1 elemental damage, our max roll is 99/100 of the value and 99 / 100 (int) is 0 so it does nothing.
- We do these rolls for each swing of a weapon if they have that type of elemental damage (i.e. if you have a weapon that does fire damage and an aug with cold damage it will roll twice for every swing).
I considered adding damage bonus to the ratio when working on this previously but didn't because the damage bonus would add a type of invisible complexity and it's also fairly static for players. Here is the damage bonus equation which I think players have figured out already probably:
- If you are at least level 28
- If you are using a 1H your modifier is 0.8, if you are using a 2H it is 1.1
- If your PC level (PCLevel) is greater than the damage on the weapon (WepDamage), use PCLevel, otherwise use WepDamage
- Multiply the 1H/2H modifier from step 2 by PCLevel or WepDamage from step 3, multiply that by:
- Divide weapon delay (capped at 50) by 40.0
- Multiply by PCLevel divided by 100.0
Since I didn't write that out very well here is the equation:
Damage Bonus = 1H/2H mod * (PCLevel or WepDamage) * WepDelay / 40.0 * PCLevel / 100.0
As an example here's my 115 rogue using the 2.0:
Damage Bonus = 0.8 (1H modifier) * 115 (PCLevel) * 19(Delay) / 40.0 * 115 (Level) / 100.0 = 50.255 ~= 50
Your damage bonus in the item display window is used in combat as your "minimum weapon damage" and a handful of other things are added to it after the fact. I think it's easiest to think of it as, actually, a damage bonus applied to each hit.
Edit: A player corrected me on a mistake with the elemental damage roll; if NPC resist is very low we don't do a roll at all and the full elemental damage is used. Sorry for the mistake!
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