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== Attack, AC, and Damage == <blockquote> <font size="2">To be able to fully understand how some of these effects work, we need to take a look at how AC and Attack really work, and how Damage is calculated. The first thing you need to know is that AC and Attack </font>'''<font size="2">both conisists of two parts, one part about damage, and one about hit chance.</font>'''<font size="2"> But in order to understand this better need to start off with melee damage.<br /><br /></font>'''<font size="2">Melee Damage</font>''' <blockquote> <font size="2">Brohg writes the following description of melee damage recieved from mobs: </font>''<font size="2">"Mob damage is two parts, DB </font>''<font size="2">(Damage Base/Bonus or Fixed Damage /Vig)</font>''<font size="2">, and (1-20)*DI, which is Damage Interval. You can see this by parsing, that there are 20 discrete amounts of damage any mob can deal on a successful hit. It's not quite /random 1 20, because AC makes a big huge difference in how many low hits you have, but you still have the whole range.<br /> If a mob has a damage base of 200, and a damage interval of 20, then (once they hit you) they'll deal either 220 damage, or 240, 260... etc ... 580, or 600 damage."</font>'' ''<font size="2">"High AC </font>''<font size="2">(from gear /Vig)</font>''<font size="2"> reduces the damage taken from the (1-20)*DI portion a lot, making many more low #*DI than high."</font>'' <font size="2">So all melee damage has two parts, one wich is random and affected by the AC on your gear, and one part that is never modified by AC. The Shielding effect in particular is extra interesting heresince Shielding affects only the Fixed Damage (and is the only thing that affects it), not the random Damage Interval.</font> </blockquote> <font size="2"><br /></font>'''<font size="2">Armor Class</font>''' <blockquote> <font size="2">Armor Class is what decides how much damage you take and how often you take damage. It mitigates damage and it makes the mob miss it's attacks against you. The first part of the AC is "mitigation AC" wich is calculated from the worn AC you gain from your gear. Taraddar writes: </font>''<font size="2">"Your "mitigation" ac comes from the AC on your gear and is what effects the distribution you get in the 1-20 portion of attacks. Higher ac gets more lower hits etc."</font>'' <font size="2">This means that the gear you wear decides how much of the random part ie Damage Interval (as described above) of the damage coming your way actually hits you.</font> <font size="2">The other part of AC is the "avoidance AC" wich is defined by your Defense Skill and your AGI stat. Taraddar writes: </font>''<font size="2">"Normally your defense skill and agility contribute to your "avoidance" ac and increase your chance of being missed. AC from gear doesn't effect this at all."</font>'' </blockquote> <font size="2"><br /></font>'''<font size="2">Attack</font>''' <blockquote> <font size="2">Attack, like AC, is also composed of two parts. One is based on your Strength and wielded weapon to decided how hard you hit the mob when you connect. Let's call this Power. Brohg writes: </font>''<font size="2">The Power part of Attack is how hard you hit, when you hit. No amount of power will raise your max hit, but those who are familiar with the (1-20)*DI nature of Everquest damage will understand that shifting your average hits higher on the 1-20 scale will lead to much more overall damage. This is what Power does. Power is modified by Offense skill, Strength score, and +ATK mods on items. In combat, Power is opposed by the target's Mitigation.</font>'' <font size="2">The other part of Attack decides how often you hit. This is based on your weapon skills. We can also safely assume that your Offense skill is also one part of the calculation. Again, Brohg teaches us: </font>''<font size="2">"Displayed "Attack" is Accuracy+Power. Accuracy is how likely one is to hit one's target, and in combat is compared to the Avoidance part of AC (more on that later). Accuracy comes from two sources, Weapon Skills and +Accuracy mods on items."</font>'' </blockquote> <font size="2"><br /></font>'''<font size="2">A graph to illustrate the diminishing returns of AC:</font>''' </blockquote> [[File:Dam-ac-shield2.png|725px]] <blockquote> <font size="2">Note that Attack reduction debuffs will move the line from red to blue.</font> </blockquote> '''PC Melee damage''' The above description of Melee Damage applies to mobs and players alike, but players have an additional component called the damage table. Specifically the damage table is an additional roll between 1.00 and the Damage Table value (3.95 at level 100 for non-monks, 4.05 at level 100 for monks) in 0.01 increments. The maximum and minimum rolls are more common, probably implying they are artificial caps from a larger distribution, although the exact nature is not clear. The hit formula therefore becomes: WeaponHit = floor(DI_Roll/10 * Weapon_Damage + 0.5) HStrDam=floor(HeroicStr/10) HDexDam=floor(HeroicDex/10) if ranged attack (0 if not) Damage = DamageBonus + HStrDam + floor((1 + DamMultBonus) * (HDexDam + floor(WeaponHit * DamTabRoll + 1))) (NB: not +1 after DamTabRoll if the roll is 1.00) DamMultBonus is a damage multiplier from discs or buffs, SPA185. Eg 0.1 for Champion. WeaponHit uses DI for a normal damage roll. Special skills (SPA193; Skill Attack) like the rogue Incursion spell "Backstab Attack for 2754" use replace this WeaponHit value directly with a non-variable value and no DI roll. The Backstab skill acts as if the Weapon_Damage is floor((2 + BS_Skill/50) * Backstab_Weapon_Damage). Ie a weapon with 63 backstab damage at 336 skill will enter the hit function with a Weapon_Damage of 549. This is then subject to the DI roll as usual. If you have a critical hit then 5 is added to the inner portion and it is multiplied by the critical hit multiplier. This varies by class (Warrior and Berserker have a lower value, but most start off at 1.7) and is boosted by AAs. Eg Veteran's Wrath for normal melee hit and Assassin's Wrath for rogue backstabs. Ie: CritDamage = DamageBonus + HStrDam + CritMult * (5 + floor((1 + DamMultBonus) * (HDexDam + floor(WeaponHit * DamTabRoll + 1)))) Minimal damage modifiers (SPA 186) apply after the CritMult is factored in, but before DamageBonus and HStrDam is added. The minimum damage is simply a multiplier of the base weapon damage. <font size="1">Apologies for some examples being a bit rogue-centric, but it is where my pairsing data came from. If you need a more complete model please PM me (Brogett).</font>
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