Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Development

Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #15  
Old 04-23-2003, 06:06 AM
a_Guest03
Demi-God
 
Join Date: Jun 2002
Posts: 1,693
Default

Quote:
Originally Posted by Zukobim of Steel Warriors
Lets take the windblade at level 61 with max skill and max strength with AAs, which would be 260STR as far as I know.

Max damage without damage bonus (rounded down) = ((260 + 252 + 61)/100)*50 = 286

In order to get a max hit of 325 as stated above you would need a damage bonus of 325 - 286 = 39, which sounds about right.
Here is how we solve for max damage, I think. At least, it looks pretty neat.

So, to calculate DI:

First we find maxdamage:

maxdamage= ((STR + SKILL + LEVEL)/100)*weapondmg + DB

DI = (maxdamage - DB)/20

Using algebra, we solve equation 2 for maxdamage so that we can have two equations that equal maxdamage. We use substitution to figure out PC DI.

DI = (maxdamage - DB)/20
20DI = maxdamage - DB
maxdamage = 20DI + DB and
maxdamage = ((STR + SKILL + LEVEL)/100)*weapondmg + DB

Substitute one equation for maxdamage, because both equations equal the same thing.
20DI + DB = ((STR + SKILL + LEVEL)/100)*weapondmg + DB
20DI = ((STR + SKILL + LEVEL)/100) * weapondmg // (+ DB - DB) cancels out
so DI = ((STR + SKILL + LEVEL)/100) * weapondmg / 20

And finally!!
DI = ((STR+SKILL+LEVEL)*weapondmg) / 2000

We plug this in for vetoeq's example:

Let's assume maximum level, effective STR, and skill so that we find maximum damage. (okay, strength is WAY high, but I'll explain) For every 20 strength, you get another .01 * damage per DI in this example. That comes out to an overall addition of .2 * damage for 20 strength to the final equation, or .01 * damage per strength addition. I'm wondering if maybe we shouldn't cap strength.

DI = ((310 + 250 + 65)*41) / 2000 = 12.813
(maxdamage = 307.25) (damage bonus of 51)

DI = ((290 + 250 + 65)*41) / 2000 = 12.403
(maxdamage = 299.05) (damage bonus remains the same)

DI = ((270 + 250 + 65)*41) / 2000 = 11.993
(maxdamage = 290.85)

DI = ((250 + 250 + 65)*41) / 2000 = 11.583
(maxdamage = 282.65)

Let's assume a level 50 has several str, and several skill levels, with your rocksmasher.

DI = ((200 + 200 + 50)*41) / 2000 = 10.25
(maxdamage = 224.42) (damage bonus of 19.417)

DI = ((100 + 200 + 50)*41) / 2000 = 7.175
(maxdamage = 162.92) (damage bonus is same)

DI = ((80 + 200 + 50)*41) / 2000 = 6.765
(maxdamage = 154.72)

DI = ((250 + 15 + 50)*41) / 2000 = 1.435
(maxdamage = 52.217) (damage bonus at level 50 with this weapon remains the same) This is with 15 skill.

Okay, so rocksmasher works. Let's take a peak at a 1hb monk weapon.

Posting to ensure my research doesn't get lost :P Will update.
__________________
It's never too late to be something great.
Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:35 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3