Composite Weapon Definition

Started 3 Jun 2020
by Centenario
in Ask the Team
Hey, I played DAoC in 2001-2002 maybe a few months in 2004.
For me it has always been that composite weapon means:
(base spec + bonus spec) = composite spec

It has also always been common knowledge that there are thresholds/range that have different implications:
[1] below 2/3 spec => high variance applies to heal and melee damage 25% to 125% variance (below 34 composite spec)
[2] from 2/3 to level => low variance applies to heal and melee damage 75% to 125% variance (34 composite threshold for a lvl 50 or 51)
[3] above level => bonus melee damage not heal 100-150% variance

These are for the delve value variances.
I am unsure about casters, as I never play(ed) them.

Then there is a difference of basic lines and advanced lines:
Sword/Slash/Blade are basic lines and their weapon skill does not increase past your level, meaning the damage will be the same if you have 50+11 or 39+11, you can choose to spec more than 51 composite if you want a specific style.
For the advanced lines, (polearm, celtic dual, left axe, etc...) that have their weapon skill based on the basic line ie: slash/blade/sword have no cap to their damage, meaning each composite spec point even above level will be used to calculate damage.

Recently on advice I have heard some people say that it is not the case on Phoenix, that you don't gain additional damage from going past your level (composite) in advanced line.

My old knowledge of DAoC also tells me that it was +0.5% increased damage per point, there was also a slow weapon bonus, there was also a two-handed weapon bonus, also each point in DW/CD will increase chance to hit with left-hand (uncapped).

So an Armsman with the slowest polearm, with composite 51 (if 5L+) in the basic line used, with 50+XX (up to +20-22) in polearm, will do a lot more damage than a skald with composite 51 in sword using a 2-hander.

He has slowest weapon in game, so more slow weapon damage, he has up to +36% damage from composite polearm spec, he has access to big growth rates of the polearm styles and he has the two handed bonus of 10% increased damage + 0.5% for each spec point in the two handed line, which because he has composite up to 72 can be 21/2=10.5% more damage.

So an armsman hitting blank with his polearm 4.4 speed compared to a skald hitting blank with a 4.4 two handed sword, if they are both 12L, should do around 46.5% more damage, if the skald has composite 51 sword and the armsman has 50 base polearm (72 composite) and 29 (51 composite) in the basic line chosen.

Could I get some info about how it is on Phoenix, and if different, why was it modified?

Source
https://darkageofcamelot.com/article/friday-grab-bag-03242017
https://camelotherald.fandom.com/wiki/Two_Handed
Wed 3 Jun 2020 10:32 AM by Cadebrennus
The damage for base lines does increase past 50 if you are using those styles. 50 Blades using Blades style does the same damage for example, as 50 Celtic Dual (+ composite Blades) using Celtic Dual, assuming the growth rates are identical.
Wed 3 Jun 2020 8:56 PM by gruenesschaf
There are multiple mechanics at play for melee damage. In general there are 2 main categories, things that affect the weapon dps and things that affect the damage modifier. You can somewhat easily test which affects which: if it increases your damage cap it affects the weapon dps, if it does not it affects the damage modifier.

It has also always been common knowledge that there are thresholds/range that have different implications:
[1] below 2/3 spec => high variance applies to heal and melee damage 25% to 125% variance (below 34 composite spec)
[2] from 2/3 to level => low variance applies to heal and melee damage 75% to 125% variance (34 composite threshold for a lvl 50 or 51)
[3] above level => bonus melee damage not heal 100-150% variance

Originally the full range is 75% - 175%, however, 50% of that are the variance (e. g. 75-125, 80-130, 125 - 175 would be possible ranges, 75 - 175 is not a possible range). it's a multiplier on the damage modifier that starts at 0.75 and gets up to 0.5 from modified spec compared to target level and another random 0.01 - 0.50 from variance. This variance is literally a random(50) and not affected by anything, it's set to always be 25 here, this makes the lowest possible multiplier 1 and the highest possible 1.5, your modified spec linearly determines it, there are no break points for it.
The modified spec caps at enemy level + 2 for the additional 0.5 to the multiplicator making the effectively useful spec cap in rvr 52 for the damage modifier.

The reason you want to have 52 composite base weapon line is because of the aforementioned cap with regards to the damage modifier. The reason you then want as much as you can get in the advanced line is because usually the advanced line has the better styles or another benefit (e. g. offhand hit chance / oh damage) making it the preferred line and a style bonus damage increase for every single spec point, that's uncapped. If you're a class that only has a weapon line you will want to make that as high as you can for this style bonus.
In general: the base spec determines the damage modifier, this is capped at enemy level +2. When styling, the style spec is used for the style bonus, this is uncapped and the value per spec point is determined by the style growth rate.

Then there is a 2h bonus that's 10% + 0.5% per spec point (uncapped) to the weapon dps. Then there is also the slow weapon bonus, that's not affected by your spec or any kind of haste buff, the speed listed on the item counts. It's also a multiplier on the weapon dps: 0.94 + weapon speed * 0.03.

Albion 2h / pole btw is not an advanced line but something very similar, it has an additional penalty that can be reduced to 0 by having 52 base spec. This special albion dual spec thing never provides a bonus and also caps at 52 against level 50 copponents: at 0 spec it's a 0.66 multiplier to the damage modifier, at 52 comp spec the multiplier is 1.
Wed 3 Jun 2020 10:44 PM by keen
gruenesschaf wrote:
Wed 3 Jun 2020 8:56 PM
Then there is a 2h bonus that's 10% + 0.005% per spec point (uncapped) to the weapon dps.
I hope it is not 0.005%, then you get +0.35% DMG with 70skill in 2h from that contribution
Thu 4 Jun 2020 9:04 AM by gruenesschaf
keen wrote:
Wed 3 Jun 2020 10:44 PM
gruenesschaf wrote:
Wed 3 Jun 2020 8:56 PM
Then there is a 2h bonus that's 10% + 0.005% per spec point (uncapped) to the weapon dps.
I hope it is not 0.005%, then you get +0.35% DMG with 70skill in 2h from that contribution

That was mixing the multiplier (where it would be 1.1 + 0.005 * spec) and % damage gain values, it would be 0.5% per spec point.
Thu 4 Jun 2020 9:34 AM by Centenario
gruenesschaf wrote:
Wed 3 Jun 2020 8:56 PM
notification
It would be nice to be able to activate a test-mode, be able to have infinite respec, and make tests.
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