Difference between revisions of "Damage Calculations"

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(Created page with "==Damage Calculations== While calculating your final damage output, the damage increase effect from the items, skills and statistics is mainly applied as a fraction of the we...")
 
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Min Final Damage = (58 * (1 - 0.3) ) * 3 = 121<br>  
 
Min Final Damage = (58 * (1 - 0.3) ) * 3 = 121<br>  
 
Max Final Damage = (73 * (1 - 0.3) ) * 3 = 153<br>
 
Max Final Damage = (73 * (1 - 0.3) ) * 3 = 153<br>
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===Spell Damage===
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Spell Damage Increase (SDI) is an item property that increases the damage of most magical attacks that are cast. This property is capped at 25% in PVP provided you dont have more than 30% of a skill in two different spell lines or Animal Taming or Parry. Then, you will become "focused" to that spell line and can display it from your titles menu, under overhead name, skills.  It's noteworthy that chivalry is amongst the magical lines even though it has no spell affected by SDI. So, if you have 120 magery and 120 chivalry, you won't be a focused mage. If you are not eligible to be focused, then your SDI pvp cap will be 20%. For PvE there is no cap on spell damage, so pack it on.
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There is no formula needed for Spell Damage Increase because it is a true conversion, a 10% increase means your spell damage is increased 10% and so on. The intensity range of the Spell Damage Increase item property is 1% to 18% for found rings and bracelets. The apparent maximum is 50% for special items
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A character's skill level of evaluating intelligence is the first thing that comes into play in calculating the magery base spell damage. The formula for how much spell damage you're getting from your Evaluating Intelligence is this: ((evaluating intelligence * 3) / 100) + 1.
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The next factor involved in spell damage is intelligence. The formula for this is 1% spell damage increase for every 10 points of intelligence, or (intelligence / 10) and drop the decimals.

Revision as of 15:43, 20 September 2023

Damage Calculations

While calculating your final damage output, the damage increase effect from the items, skills and statistics is mainly applied as a fraction of the weapon damage while the damage modifier effects function on the total damage after the damage increases have been applied.

The base damage of a player can be increased by up to 300% which is limited to 100% from the sum of items and Chivalry's Divine Fury. In other words, you can increase your weapon base damage by four times. Base player damage is calculated using the following formulas:

Tactics Damage Bonus (Percentage)
For Tactics Skill Levels < 100.0 Tactics Damage Bonus = Skill Level/1.6
For Tactics Skill Levels >= 100.0
Tactics Damage Bonus = Skill Level/1.6 + 6.25

Anatomy Damage Bonus (Percentage)
For Anatomy Skill Levels < 100.0 Anatomy Damage Bonus = Skill Level / 2
For Anatomy Skill Levels >= 100.0
Anatomy Damage Bonus = ( Skill Level / 2 ) + 5

Lumberjacking Damage Bonus (Percentage)
For Lumberjacking Skill Levels < 100.0 Skill Level/5
For Lumberjacking Skill Levels = 100.0 (Skill Level/5) + 10
100 Lumberjacking Bonus is +30% Damage Bonus

Strength Damage Bonus (Percentage) For Strength < 100 Strength * 0.3
For Strength >= 100 (Strength * 0.3) + 5
100 Strength is 30% bonus. 125 Strength is 42.5% bonus 150 Strength is 50% bonus.

Total Damage Bonus (Percentage ) Tactics Damage Bonus + Anatomy Damage Bonus + Lumberjacking Damage
Bonus + Strength Damage Bonus + SUM(Damage Increase Items)

Final Damage = Base Damage + (Base Damage * Final Damage Bonus)
The Final Damage value drops any fractions at this step.

Example

Assume the following statistics

Tactics: 120.0
Anatomy: 120.0
Lumberjack: 0.0
Strength: 125
Damage Increase (Items): 100%

Tactics Damage Bonus = (120 / 1.6) + 6.25 = 81.25%

Anatomy Damage Bonus = (120 / 2) + 5 = 65%

Lumberjacking Damage Bonus = 0/5 = 0

Strength Damage Bonus = (125 * 0.3) + 5 = 42.5%

Damage Increase from Items = 100%

Total Damage Bonus = 81.25 + 65 + 0 + 42.5 + 100 = 288.75%

Now, final damage using a weapon with a base damage of 5 - 10 can be calculated as follows:
Min Final Base Damage = 5 + (5 * 2.8875) = 19
Max Final Base Damage = 10 + (10 * 2.8875) = 38

This means the base damage range for these specified values is 19 - 38.

Damage Modifiers

Slayer weapons and abilities like Consecrate Weapon and Enemy of One provide damage modifier effects which take the final base damage above and multiply it. Your total damage modifiers can be up to 300% or three times the base damage. On the other hand, the damage increase bonus provided by some of the abilities, like Divine Fury, are subject to the 100% damage increase cap from items and they do not provide damage modifier effect.

Note that while both the base damage increase and the damage modifier effects are said to be capped at 300% for PvM, the base damage is increased by an additional 300% which makes it four times the base weapon damage while the damage modifier is multiplied by 300% which makes it three times the final base damage. In other words, the lesser slayer weapons alone achieve the maximum damage modifier effect. To put it into perspective, your total damage modifiers can be up to 3x the final base damage.

Example

Assume the following statistics
Tactics: 120.0
Anatomy: 120.0
Lumberjack: 0.0
Strength: 120
Damage Increase (Items): 100%

Tactics Damage Bonus = (120 / 1.6) + 6.25 = 81.25%

Anatomy Damage Bonus = (120 / 2) + 5 = 65%

Lumberjacking Damage Bonus = 0/5 = 0

Strength Damage Bonus = (120 * 0.3) + 5 = 41%

Damage Increase from Items = 100%

Total Damage Bonus = 81.25 + 65 + 0 + 35 + 100 = 287.75%

Now, final damage using a weapon with a base damage of 15 - 19 can be calculated as follows:
Min Final Base Damage = 15 + (15 * 2.8775) = 58
Max Final Base Damage = 19 + (19 * 2.8775) = 73

This means the base damage range for these specified values is 58 - 73.

Assume that you use a Bow with Physical Damage against a creature that has 30% Physical Resist (100% - 30% = 70% of the damage is dealt while 30% of the damage is resisted). A super slayer bow which provides x2 (100% + 100% bonus) damage modifier bonus will yield:
Min Final Damage = (58 * (1 - 0.3) ) * 2 = 81
Max Final Damage = (73 * (1 - 0.3) ) * 2 = 102

Using a lesser slayer bow which provides x3 (100% + 200% bonus) damage modifier bonus will yield:
Min Final Damage = (58 * (1 - 0.3) ) * 3 = 121
Max Final Damage = (73 * (1 - 0.3) ) * 3 = 153

Spell Damage

Spell Damage Increase (SDI) is an item property that increases the damage of most magical attacks that are cast. This property is capped at 25% in PVP provided you dont have more than 30% of a skill in two different spell lines or Animal Taming or Parry. Then, you will become "focused" to that spell line and can display it from your titles menu, under overhead name, skills. It's noteworthy that chivalry is amongst the magical lines even though it has no spell affected by SDI. So, if you have 120 magery and 120 chivalry, you won't be a focused mage. If you are not eligible to be focused, then your SDI pvp cap will be 20%. For PvE there is no cap on spell damage, so pack it on.

There is no formula needed for Spell Damage Increase because it is a true conversion, a 10% increase means your spell damage is increased 10% and so on. The intensity range of the Spell Damage Increase item property is 1% to 18% for found rings and bracelets. The apparent maximum is 50% for special items

A character's skill level of evaluating intelligence is the first thing that comes into play in calculating the magery base spell damage. The formula for how much spell damage you're getting from your Evaluating Intelligence is this: ((evaluating intelligence * 3) / 100) + 1.

The next factor involved in spell damage is intelligence. The formula for this is 1% spell damage increase for every 10 points of intelligence, or (intelligence / 10) and drop the decimals.