gruenesschaf wrote: ↑Tue 15 Jan 2019 7:07 PM
We're using the formula based on the 2012 testing: https://camelotherald.wikia.com/wiki/Melee_Damage
This is the spec and variance part, notice that it's separate:
(0.75 + 0.5 * MIN(ENEMY_LEVEL + 1, SPEC - 1) / (ENEMY_LEVEL + 1) + 0.01 * RANDOM(50))
And yes, we have set the random(50) (which is the variance) to a flat 25.
Thanks, that's what I was thinking...do you know why you aren't using the archery damage formula for bow instead of the melee damage formula?
The archery damage formula is: Base Damage at 100% variance mark =
EDPS * (your WS/target AF) * (1-absorb) * slow weap bonus * SPD * 2h weapon bonus * Arrow Bonus
EDPS = effective dps of the weapon
For base damage this is (clamped factor and weapon condition/quality)
For cap damage this is (clamped factor only)
Condition and quality of the weapon will affect effective damage in the following way :
Effective dam = Clamped Damage * Quality(%) * Condition(%)
The clamped damage is your maximimum allowed damage at your current lvl:
Clamped Damage = 1.2 + LVL * 0.3
2h weapon bonus = 1.1 + (0.005 x spec)
SLow Weapon bonus = 1 + ( (spd - 2) x 0.03)
SPD = listed weapon speed.
Damage Cap = EDPS * SPD * 3 * (1 + (SPD - 2) * .03) * (1.1 + (0.005 x spec) )
2h weapon bonus (note: when the weapon is a two hand weapon, the cap uses the 2h weapon bonus formula also.
Arrow Bonus =
0.85 for (light damage) Blunt Suffixed arrows
1.0 For (medium damage) normal arrows
1.25 for (Extra-Heavy Damage) Broadhead Suffixed arrows
from this website source: http://talsyra.tripod.com/daocmechanics/archery_bow_mechanics.html