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Thread: Guide - Attack rating and weapon damage

  1. #1

    Guide - Attack rating and weapon damage

    Time for another "How does it work?" guide :-) Topic is how weapon damage is calculated, and specifically how the damage at high attack ratings work for fixers. Note : all of the above calculations are based on Player vs Monster (PvM) combat. In Player vs Player (PvP) combat the damage formula works differently.

    The basic damage formula - up to 1000 attack rating

    For up to 1000 attack rating the damage formula is quite well know. It is calculated as follows:

    Normal hits

    For attack ratings up to 1000, the damage your weapon does is calculated like this:

    Damage range = [base_weapon_damage] x (1 + Attack_Rating / 400) + Damage bonuses

    Example: Demofixer is using a QL 200 Perennium Beamer with a base damage of 175-425. He has an attack rating of 900 and is running "Greater Nano boost" for a +20 damage bonus. So Demofixer's total damage range when using his Beamer will be:

    [175-425] x (1 + 900/400) + 20 = [175-425] x (3,25) + 20 = [569-1318] + 20 = [589-1338]

    So vs an unarmored opponent, Demofixer will hit for 589 to 1338 damage on regular shot, with an average of 964 damage. If the target is armored (as most targets surely will be!) then the maximum damage is reduced by 1 point for every 10 points of armor the target has. Minimum damage is never affected. Lets say the target in the example has 5000 AC. Demofixer would then hit for: 589 to (1338 - 5000/10) = 589 to 838 damage, for an average of 714 damage.

    Critical hits

    A critical hit follows the same damage formula, but it always assume you hit for maximum damage with a critical damage bonus added on top of that. The critical damage bonus is the number listen in brackets in the weapon description. Perennium beamer has 150 points of critical bonus, as show by the description: 175-425 (150). Notice how the critical bonus in not expressed as a damage range, but rather a fixed value? In the damage formula that equals that the critical bonus is not affected by armor. So basically the (150), means that when scoring a critical hit, the Perennium Beamer increases from 175-425 variable damage to a critical hit of (425+150=) 575 damage which may be reduced by armor, but it will never fall below (175+150=) 325 damage minimum, no matter how much Armor the target has. Continuing the above example, when scoring a critical hit Demofixer will hit for:

    (425+150) x (1 + 900/400) + 20 = 575 x (3,25) + 20 = 1869 + 20 = 1889 damage pr crit

    The crit may be reduced by armor, but it will never fall below minimum crit damage of:

    (175+150) x (1 + 900/400) + 20 = 325 x (3,25) + 20 = 1056 + 20 = 1076 minimum crit damage

    Damage above 1000 attack rating is more complicated

    Over 1000 attack rating the damage formula is changed. This was done by Funcom with the introduction of Shadowlands to reduce damage output from high level players (especially ones over level 200), so that they still would be somewhat comparable to lower level players. The exact mechanics of the reduction is currently unknown but this is certain:

    - The reduction in damage done by players over 1k attack rating varies with character class. Primarily offensive classes like soldiers and enforcers have less reduction in damage than defensive classes like docs and traders.

    - Only damage for attack rating over 1k is affected by the reduction. The damage you do for the first 1000 points of attack rating stays the same, and the extra damage for your attack rating above 1000 attack rating gets added to that. So, if you have 1050 attack rating, you will always have the potential to do more damage than when you had 1000 attack rating.

    - Damage reduction is not linear. As your attack rating increases far beyond 1k, the extra damage from having high attack rating gets gradually decreased.

    Testing fixer attack ratings above 1000

    I have conducted a test to check how much damage is reduced for Fixers above 1000 attack rating. Test was conducted by recording critical hit damage vs leets and other lvl 1 backyard nasties (which have zero armor) at varius attack rating intervalls, all the way up to 2464 attack rating. I tested by using these weapons:

    MTI - Russian Good Day - Deluxe @ QL 200
    Premium Michael Patriot Ffi 29B @ QL 200

    Both guns have 2500 Max Benefital Skill, thus ensuring that MBS will not screw up the results. Added damage was deducted from all hits, so only the base weapon damage and attack rating should be part of the equations.

    Test results

    Code:
    MTI - Russian Good Day - Deluxe @ QL 200
    Base damage 1-280 (280) 
     
    Attack                 calc   Real
    Rating  Calc    Real   a 1k   a 1k  %Reduction
     
    1000    1960    1960      0      0       0 %
    1281    2353    2081    394    122    31,0 %
    1329    2421    2110    462    151    32,7 %
    1350    2450    2122    491    163    33,2 %
    1384    2498    2141    539    182    33,8 %
    1513    2678    2188    719    229    31,8 %
    1636    2850    2225    891    266    29,9 %
    1777    3048    2257   1089    298    27,4 %
    1897    3216    2278   1257    319    25,4 %
    2000    3360    2313   1401    354    25,3 %
    2098    3497    2337   1538    378    24,6 %
    2220    3668    2439   1709    480    28,1 %
    2364    3870    2521   1911    562    29,4 %
    2402    3923    2539   1964    580    29,5 %
    2464    4010    2561   2051    602    29,4 %
     
    Premium Michael Patriot Ffi 29B @ QL 200
    Damage: 40-175(150)
     
    Attack                 calc   Real
    Rating  Calc    Real   a 1k   a 1k  %Reduction
     
    1000    1138    1138      0      0       0 %
    1329    1405    1224    268     87    32,5 %
    1350    1422    1231    285     94    33,0 %
    1384    1450    1242    313    105    33,5 %
    1513    1554    1269    417    132    31,7 %
    1636    1654    1291    517    154    29,8 %
    1777    1769    1309    632    172    27,2 %
    1897    1866    1322    729    185    25,4 %
    2000    1950    1346    813    209    25,7 %
    2095    2027    1381    890    244    27,4 %
    2220    2129    1415    992    278    28,0 %
    2364    2246    1463   1109    326    29,4 %
    2402    2277    1466   1140    329    28,9 %
    2464    2327    1486   1190    349    29,3 %
    Legend:

    Attack rating: The attack rating for each test as show in the Stats window.

    Calc: The amount of damage the weapon should do at a given attack rating, according to the "below 1k damage formula, as shown above"

    Real: The actual amount of damage the weapon did at a given attack rating. Every weapon was fired at least twice at each attack rating. If the results varied more shots were done, to rule out any oddball results.

    Calc a 1k: Calculated damage above 1000 attack rating. I.e. the amount of damage the weapon should do for skill above 1000 attack rating, according to the "below 1k damage formula"

    Real a 1k: The actual amount of extra damage gained for attack rating above 1000 attack rating.

    %Reduction: How much the damage above 1000 attack rating was reduced to in percent compared to what the weapon should have done, had the damage formula not been changed at 1k.

    Comments and observations

    1) A few obvious points first but still worth mentioning. Damage reduction is close to identical for the 2 tested weapons, suggesting that the type of weapon does not influence on how much the damage is reduced. Also, when doing the tests I had plenty of opportunity to swap gear and compare the effectiveness of Add all offence items with pure SMG skill weapons. In regards to damage dealing the 2 values are identical. 100 points of SMG = 100 points of add all offence with regards to the damage dealt.

    2) As the test shows, the damage reduction for fixers above 1k attack rating is not linear. The reductions varies from aprox 33% of regular efficiency close to 1k attack rating, down to aprox 25% at 2k attack rating.

    3) Strangely enough, the reduction is less severe for attack ratings above the 2k mark - at 2,4k attack rating effectiveness is reduced to aprox 29% - significantly up from the reduction at 2k attack rating. This fact favors weapons with high MBS values, such as the new Alien Kyr'Ozch weapons.

    4) If you want to do a quick and dirty approximation of Fixer weapon damage beyond 1k attack rating, assume that attack rating above 1k is about 30% as effective as attack rating below 1k. While not 100% perfect, 30% will give a decent average for all above 1k attack ratings.

    The above 1k attack rating damage forumla

    Using the above "quick and dirty" rule the damage formula for above 1k attack rating for fixers is:

    Base weapon damage x (3,5 + ((attack rating - 1000)x30% / 400) + Add_damage buff

    If you want a more accurate formula: feel free to insert the % reduction most closely matched to your attack rating from the test result tables above.

    Thanks to Sparegris and Craticle who helped by buffing my attack rating for the top end tests :-)
    Last edited by zura; Sep 10th, 2004 at 20:53:26.
    Zura
    Fixer of Rubi-Ka 1
    Me - Stuff

  2. #2
    Nice guide zura, and interesting read. Now when I get into arguments I can merely state: "GO HERE: http://forums.anarchy-online.com/sho...d.php?t=333736 STFU!"

    Is being the first 220 Soldier with green hair as arbitrary as being the first soli/opi/atrox/mage 220 soldier? I sure hope so.

    "If you want a vision of the future, imagine a boot stomping on a human face forever." -George Orwell

    Killer 100% - Achiever 60% - Socializer 20% - Explorer 20%

  3. #3
    Great work! sticky, sticky!
    If a plethora of members of the player community continuously complain about a bug that affects every (casting) class, then why is the player community not being asked how to recreate the problem so that it can be fixed? Why is the problem just being blatantly, consistantly ignored?

    Quote Originally Posted by frostblast
    in short, the nt situation is a mix of a monthy pytom movie with a snuff film.

  4. #4
    unstickying but linked in new sticky so not lost
    Queen of the Ninjas

    Slyyk - MUHAHAHA! Old Fixers never die, they just take a different grid exit.

    Cosmik - And don't worry, Jorji. We've got FC love for everyone. It's stockpiled and going out the door.

    Jorji's art page (some mature content )

    zomg she finally got myspace lawls

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