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Phoenix-Hawk |
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2. Weapon Damage
| 8/22/2004 00:00:00 PM GMTST |
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Weapon Damage:
These are the calculations for determining the damage listed on the weapons you use. It may seem like a lot and possibly complicated but it's really very basic grade school level math (only involves addition and multiplication) so don't let it scare you.
WeaponDamageMin = {baseMin x (1 + %ED) + MinDB}
WeaponDamageMax = {baseMax x (1 + %ED) + MaxDB}
baseMin: This would be the base minimum damage value of the weapon but if this is an ethereal weapon see the "Regarding Ethereal Weapons" note below and use the EtherealMin value calculated from those figures.
baseMax: This would be the base maximum damage value of the weapon but if this is an ethereal weapon see the "Regarding Ethereal Weapons" note below and use the EtherealMax value calculated from those figures.
%ED: Total of all sources on that weapon (includes magic properties, runes & jewels) which add a percentage to weapon damage
MinDB: Total of all sources on that weapon (includes magic properties, runes & jewels) which add points to the minimum damage.
MaxDB: Total of all sources on that weapon (includes magic properties, runes & jewels) which add points to the maximum damage.
{}: Ignore everything after the decimal point. (ex. 30.96 use 30)
Example:
__WeaponDamageMin = 24-44 +29% +41 max
__WeaponDamageMin = {24 x (1 + 0.29) + 0}
__WeaponDamageMin = {30.96}
__WeaponDamageMin = 30
__WeaponDamageMax = {44 x (1 + 0.29) + 41}
__WeaponDamageMax = {97.76}
__WeaponDamageMax = 97
Important:
If enough minimum damage bonuses are applied the resulting WeaponDamageMin value could be higher than the WeaponDamageMax value when using the above calculations. In these cases the WeaponDamageMax value that is used would always be just one point higher than the WeaponDamageMin value and that of course would carry forward to all further calculations involving that weapon.
Regarding Ethereal Weapons:
Ethereal weapons have a 50% higher base damage value than a non-ethereal weapon of the same type which is applied before all the magic properties that could be added to it. Since it applies before rather than with the magic properties ethereal weapons could have a good bit higher final damage value than a non-ethereal weapon with the exact same properties and when that carries forward through further damage calculations the difference only widens.
EtherealMin = {OriginalMin * 1.5}
EtherealMax = {OriginalMax * 1.5}
OriginalMin: Minimum damage value of that weapon type when not ethereal.
OriginalMin: Maximum damage value of that weapon type when not ethereal.
{}: Ignore everything after the decimal point. (ex. 30.96 use 30)
Example:
__+400% ethereal weapon
__Original base weapon damage: 33-180
__EtherealMin = {33 * 1.5}
__EtherealMin = {49.5}
__EtherealMin = 49
__EtherealMax = {180 * 1.5}
__EtherealMax = 270
__WeaponDamageMin = {49 x (1 + 4.00)}
__WeaponDamageMin = {49 x 5}
__WeaponDamageMin = 245
__WeaponDamageMin = {270 x (1 + 4.00)}
__WeaponDamageMax = {270 x 5}
__WeaponDamageMax = 1350
__Average damage = 797.5
If it was not ethereal the damage would have been:
__WeaponDamageMin: 165
__WeaponDamageMin: 900
__Average damage: 532.5
Notes:
In these calculations 100% is entered as 1.00, 50% would be entered as 0.50 and so forth as noted in the examples.
If you were to make a rune word with a superior version of an item the added damage would be added to that offered by the rune word. So if the rune word would add 200% enhanced damage and you used a superior weapon with 15% on it you would get 215% enhanced damage on that weapon in the end. If the rune word added +20 to the maximum damage and the superior weapon had +1 maximum damage on it that the resulting +maximum damage would be +21.
If you add a rune or jewel that adds a percentage or fixed damage value to a magical weapon (magic, rare, set, etc...) the final weapon damage would be recalculated to include those new items. So if it already had +200% damage and you added a jewel with +40% damage the weapon would be recalculated with +240% damage.
Last Edit: Jan., 30/2004 |
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