How do you find the dps of a weapon: strength, speed,damage, and ways to discover your balance time?

edited November 2014 in General Questions
Things like ping come into account with balance, so that doesn't have to be apart of the formula.

By what percentage does each point of strength add to the damage of a weapon?

How is the damage of a weapon weighted, taking trans weaponry into account

Do denizens have armour, or just health?

How does the speed of a weapon influence your innate recovery time? 

Is the speed stat on a weapon a reflection of the statement: balance - seconds/milliseconds 166 ->1.66





Is there a way to make write a quick script in the Achaea client to calculate your balance, or perhaps something like this in Mudlet? Any recommendations on how to go about this? Is there a getBalance function in the client?

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  • TharvisTharvis The Land of Beer and Chocolate!
    @Sena would probably be best to reply here
    Aurora says, "Tharvis, why are you always breaking things?!"
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  • Antreus said:
    By what percentage does each point of strength add to the damage of a weapon?
    I don't know the strength formula, it's somewhat complicated by the diminishing returns (each point of strength away from the base (12) makes less difference than the last). There's also a slightly variable part, that changes based on the attack.

    Until recently, BaseDamage*(|(Str-12)|^0.9/13*N/100) (added to the base damage for strength >12, subtracted from base damage for strength <12, N varies based on the attack but is usually 85, same formula for int) seemed to be a very good estimate. But around the time of the bashing overhaul, it stopped being accurate, and the strength formula started doing (or I started noticing) weird things. For example, rather than diminishing returns the bonus will sometimes go up and down, like +49, +44, +48, +41.

    I'm guessing strength/int was changed around that time, without any announcement. Still, that formula should still give a very rough estimate of how much of a difference each point of strength makes. That applies to just about every attack in the game that gets a damage bonus from strength or int, they mostly all use the same formula. Notable exceptions are dragons (the diminishing returns on gut and incantation are from a base of 18 instead of 12) and disembowel (uses an entirely different formula).
    Antreus said:
    How is the damage of a weapon weighted, taking trans weaponry into account

    How does the speed of a weapon influence your innate recovery time?
    The damage formula against denizens depends on the weapon. Rapiers are 218+DamageStat*2.56 at trans weaponry (or chivalry; no additional damage from having both transed). I don't know the formula for other weapons. DSL uses the same formula, but divides the damage of each hit by 1.7. Other class weapon attacks (including jabbing with a songblessed rapier as a bard) also have different formulae.

    PvP damage is more complicated. There's a flat portion of the damage (doesn't scale with max health, reduced by armour) and a scaling portion (scales with max health, not reduced by armour), and the damage stat increases both portions. Weapon type doesn't matter, only the damage stat. I never got around to working out the full details.

    Balance is (7-SpeedStat/50) seconds at trans weaponry. With inept weaponry, it's 8 instead of 7, with both trans weaponry and trans chivalry it's 6.9 instead of 7. This is before any balance modifiers such as nimble. Most weaponry attacks use this formula, including DSL (though it uses two different speeds averaged together if the weapons aren't the same, not sure of the exact details), shatter, throw, any class attacks that use the speed stat (like smite, garrote, bop), and probably others.
    Antreus said:
    Do denizens have armour, or just health?
    Just health, no armour or resistances.
    Antreus said:
    Is there a way to make write a quick script in the Achaea client to calculate your balance, or perhaps something like this in Mudlet? Any recommendations on how to go about this? Is there a getBalance function in the client?
    It's pretty easy to do (in Mudlet and other clients at least, not sure about the HTML5 client), though you'd need to ask someone else about how exactly to do it. Basically, you get the time when you lose balance, get the time when you recover balance, and the difference is how long the balance recovery took. Average together a lot of balance recoveries to get an idea of what your balance is like (you need more than just one, in order to minimise the effect of lag). Some people just have a timestamp on every prompt, or a timestamp on every line in a log, so you don't need to explicitly check balance loss/recovery since you always have a time for every message by default.
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