Proposed new melee equation
I know I'm cranking out a lot of equations, but I think eqemu is to the point where we can have accurate spawns, aggro, and equations. I keep hearing that it's off, and I can't understand why some of the variables in the current equations exist in their locations... Why would level have anything to do with damage?? Skill has to do with level, so use that variable to replace all references to level. Characters with advanced skill benefits (some monk skills) shouldn't be hampered by their levels.
Anyway, another proposed equation: standard melee equation Maxdamage = 3 + damagebonus (from weapon) + weapondmg * CUBEROOT(STR^2)*meleeskill)*.05 EDIT: this equation isn't cutting it :P We'll work it out some more and post an update. I'll keep cramming numbers in to get max damage, and assorted damage sets. The reason I put STR^2 is to punish all wussy casters in melee. No matter how high the skill, they will never succeed. I need data to test this with, and complaints about situations where this data doesn't work. If anyone thinks there should be a class modifier for the groups, I think that can be arranged. I think basic weapon sets are just more effective for each group. While rogues may not have much strength, they have much faster weapons with good damage. Give me feedback!! |
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Hrmm So Max dam with a Dmg 12 weapon, using 100 str and 100 skill would be 281.5? That seems resonable. 958 damage with 252 str and skill(forgot caps) That looks good to me, considering most times you see a 12 damage weapons it has a decent delay. Yep yep (calculations may be wrong, did them as I was going to the doctors office =) |
Graypaint, I think your equations are off... I'm seeing 100 str, 100 skill, 12 damage weapon does 63 max damage. Does this seem unreasonable? Assume that's a level 19 guy, with a decent weapon. 63 damage at 19? I think that's fair.
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Where is attack rating in this? Is it only used to see if you land a hit?
Your damage seems a bit high for a 19th lvl with a 12 dmg weapon, he should see a max hit of around 25 (2xdmg+1) until around 40th level or so (been a couple years since I was that lvl). I do distinctly remember that each time leveled from around 25-40 my max hit increased by 2 (or was it ever other level it increased by 2?...bah, don't remember) -- VetoEQ |
lol I had wrong time for appointment.
Yeah, lemme took at what I did for those equations hehe =) |
Would 39 be too high for a level 19 with a 12 damage weapon? I can adjust the equation a bit.
Also, what's the highest hit anyone has seen dealt with a melee weapon without a crit, and what weapon damage was it? |
data point
I looked at some old logs:
60th level SK with 41dmg weapon and 255str (avatar) max hit for 302. (post 2h dmg upgrade) Actual weapon in question was rocksmasher. -- VetoEQ |
Alright, I didn't know there was a 2hand damage bonus. I'll have to figure that out. Anyway, give me more feedback. I'm changing the equation still... I'm not satisfied that it captures all circumstances. The CUBEROOT and STR squared seem wrong. Caster classes are punished by caps on skills. I need more advice.
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I never was an expert on combat stats, I left that to the monks/rogues/rangers, they seem very in tune with those stats and their effect. You might try on the Safehouse, Monkly Business or Ranger Glade for some insight, I would think you might get some interesting info from those folks between the spam.
I'll be happy to give as much input as I can from old logs and what feels right, however, my info will be based off when I actually looked at people hitting during groups/raids and those logs. -- VetoEQ |
I DID NOT SOLVE THIS. This was calculated very meticulously by people in the know. Very special thanks to Graypaint for finding this link!
I'm quoting most of it because I don't think many of you will go there to read it. It's very impressive. http://pub14.ezboard.com/fthesteelwa...cID=1656.topic Quote:
Can we use this data? We can redo the database again (yeah, pain in the ass), and use these formulae. Most of the uber mobs already exist here. If we can figure out minimum damage levels for BASIC mobs, then we can resolve the minimum, and if we can figure out maximum, we apply that to the npc_types table. We may have to guess ATK ratings of NPCs. |
This is VERY good stuff...this is exactly the type of info I was suggesting to go fishing for as I know there are some folks out there that are 'in the know'.
It seems like a very good starting point, if nothing else. /cheer's to you guys for hunting it down. -- VetoEQ |
Jeggred made me a driver to test values. Whatever is missing in the DB, I think we can solve using test values from his driver and logs of real data.
Just an update to what's going on with the equations. The equation we use to test damage values is: Roundint(DB + (1-AC/ATK)*randint(1,20)*DI) DI is a float value truncated to 1 decimal place, loaded from database for NPCs. It is the damage interval. For each of 20 rolls of the "dice", you can multiply that by the damage interval. DB + (1-AC/ATK) * 1 * DI will be different than: DB + (1-AC/ATK) * 20 * DI. randint(1,20) will give 20 different integers to multiply the damage intervals by, meaning that assuming AC, ATK, DI and DB don't change, attacks have 20 damage outcomes. DB is an integer, loaded from the database for NPCs. It is a damage bonus, which is should be able to be evaluated using an equation from currently existing values in the database. The NPC will always deal this much damage ON TOP OF what it can get out of the 1-20 roll described above. If Cazic Thule hits you, it won't be for 200, but his DB is 200. His DI is 20. You might get hit for 220 or 240 or 210, but never for DB, always above. AC is the target's AC. That's pretty self-explanatory. I don't know how we'll solve these for the database yet... It may be interesting. This will apply to PCs and NPCs. ATK is the attacker's ATK. We'll also have to put these values into the database if they don't exist yet. NPCs will need to have them for this equation to work. If the equation comes out negative, the hit becomes a miss: Damage won't heal, so negative damage becomes 0. More to come as we uncover it. |
Here is more information we can use to figure out the database values for much of Norrath.
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DB table
GN,
I found this URL that has DB values for delays and level...might be useful: http://lucy.fnord.net/dmgbonus.html |
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