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1

Friday, July 11th 2014, 12:01am

Char Screen Damage Calculations

After following Hipocrates' train of thought, I have found out how to calculate char screen damage. The issue of having more damage on char screen then I was able to calculate comes from the fact that damage multiplier skills/buffs fall into two categories.

Global Multipliers
Follows normal rules. Take your on screen damage and multiply by the % change to arrive at your new on screen damage. Nothing funny here.
Note: These ONLY include Weapon Masteries, wd/s passive dmg Secret Agreement, and the warden skill "power of the oak"(if you find another reply to thread or send personal message on forums/in game).

Standard %Multipleirs
Seperate your weapon damage (here weapon damage includes your rune) from your "bonus" damage (pants, chest, set bonuses, anything else that adds + X dmg such as ribs). Apply these % change to only the bonus damage, add that to your weapon damage, and apply the % change a second time.

Before you can attempt to calculate your own damage, you must first figure out what items you use that are global, and which are standard multipliers (thus far only passive increases and power of the oak are "global" so this is quite simple).

Here's a small data sample comparing Power of the oak (15% increase, global multiplier) vs Tambourine (15% increase standard multiplier). The first 2 rows are with only my weapon equipped and nothing else, while the 3rd and 4th rows show the damage with pants, chest (and set bonus) factored in.

Source code

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BASE DAMAGE      SKILL/TOOLTIP        	     NEW DAMAGE           	% CHANGE
-------------------------------------------------------------------------------------------------------------
29172            Power of the oak  15%   	33547                   14.99725764
29172           Tambourine         15%          33547                   14.99725764
31429            power of the oak  15%   	36143                  	14.99888638
31429            tambourine         15%         36533                   16.2397785  



The formula forMELEE char-screen damage looks like this:

[ (weapon damage + rune) + (chest + pants + set bonus + damage food + etc.) x Standard%Multipliers ] x Standard%Multipliers x GlobalMultipliers


See Char Screen Damage Calculations for ranged weapon damage (they are not the same, they just look similar).

Yes,your standard %multipliers appear twice. Globals apply to everything only once, where as standard % multipliers get applied in 2 places. In rows 1 and two, the chest/pants/set bonus are 0, so tamb vs power of the oak yield the same results. In row 4, using StandardMultipler tambourine, the calculation looks like so:

[ (19243.0 weapon damage + 205.2 rune damage) + (600.5+350+554.4)x1.15(FIRST tamb) ] x1.5 (global weapon mastery) x 1.15(SECOND tambourine) = [21178.835] x1.5(weapon mastery)x1.15(Second tambourine) = 36533.49 Exactly what the table shows.

Another calculation using standard multipliers Juicy Spare Ribs, Feral Leader, tambourine, and gloabals power of the oak and weapon mastery.

[ (19243.0 + 205.2) + (600.5 + 554.4 + 350 + 340)x.1.12(first ribs)x1.15(first tamb)x1.5(first feral) ] x 1.5 (global mastery) x 1.12 (second ribs) x 1.15 (second tamb) x 1.5 (second feral) x 1.15 ( global power of oak)
= 76 693.9 .......char screen says 76 693. The difference is simply from rounding the game does somewhere. If you attempted to perform a similar calculation without using Standarrd vs Global Multipliers, your calculated number would be much smaller then the one shown on your screen.

If you find any skills that are global buffs (they give you EXACTLY the % they say, regardless of what buffs, or bonus damages you have), please post it in this thread.

This post has been edited 26 times, last edit by "BlankMinded" (Jun 8th 2015, 9:17pm)


ruisen2000

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2

Friday, July 11th 2014, 1:46am

Because in this game, if its broken... then its working as intended ;)
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3

Friday, July 11th 2014, 1:49am

I think it's related to the offhand damage. Gonna make some tests and will post results soon

Bakken

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4

Friday, July 11th 2014, 1:57am

This has always been a problem and there's 3 specific reasons I think it's like this.
I think some skills multiply together, some add together and others are out of a bracket.
something along the lines of
(current stat + food% + pot%) + Buff%

When I talk to my guild about it I usually say if an increase is post or pre buff. The champion 70s for example are post buff giving the % after all other buffs are added

5

Friday, July 11th 2014, 2:33am

New Information: Unequipping my chest, Feral leader gives exactly the damage increase it is supposed to give -- 50%. And so does tambourine. This eliminates a damage rune as a source of concern as it was still in my weapon despite both buffs yielding correct results.

This leads me to the conclusion of
1) the chest itself is where the problem is or
2) the set bonus is the problem
3) both cause problems

After realising this I re-equipped the chest piece, unequipped my helmet (giving me the chest bonus damage but not the set bonus) and learned that without the set bonus, feral leader still yields more than a 50% increase.

So far I have learned that chest pieces, with the additional damage increases, will mess up certain skills (like Feral Leader and tambourine) while other buffs (like power of the oak) still function properly.

Edit2: I am certain that damage set bonuses also affect feral leader. Equipping my helm completes a set bonus of 300 damage. With passive 2h weapon damage, and feral leader, I should gain 300 *1.5 * 1.5 = 675 damage. But when I do so, I go from 44 794 damage to the original posts 45802 damage. In other words, I gain much more than the expected 675 damage. When Feral leader is not active, I gain the expected 300 * 1.5 = 450 damage on char screen.

This post has been edited 3 times, last edit by "BlankMinded" (Jul 11th 2014, 2:54am)


6

Friday, July 11th 2014, 3:27am

This is due to Power of the oak only affects yor mainhand damage, while tambourine and feral leader affect mainhand and offhand damage.

I made some tests with a wd/w with 27089 damage unbuffed with a t7 + 16 lyong chest (565,9 damage) and a set bonus of 300

With equipped chest I got this results

Mainhand
Unbuffed = 27089
PotO = 31153
Tamb = 31377
Feral Leader = 41609

Offhand (offhand damage comes from chest and set bonus multiplied by 0.7)
Unbuffed = 606
PotO = 606
Tamb = 801
Feral Leader = 1363

NOTE : For odd reason, Tamb and Feral Leader are applied twice in the offhand damage calculation

606 * 1.15 * 1.15 = 801
606 * 1.5 * 1.5 = 1363


With unequipped chest

Mainhand
Unbuffed = 25791
PotO = 29659
Tamb = 29659
Feral Leader = 38686

Offhand
Unbuffed = 0
PotO = 0
Tamb = 0
Feral Leader = 0

As you can see the offhand damage is a factor in the mainhand damage calculation WHEN THESE BUFFS are applied but I couldn't find an equation yet

This post has been edited 2 times, last edit by "Hipocrates" (Jul 11th 2014, 3:46am)


7

Friday, July 11th 2014, 3:48am

On a champion rogue, I equipped 2 identical vendor daggers, 619 damage. The Mainhand had 619 damage, the offhand 457. The extra ofhand damage is from the elite skill Runecraft-Haste. It started at level 15.

The expected main hand damage fromplaying tambo is 619 * 1.15 = 711.85. That was what it was, regardless of whether an offhand was equipped or not. Since the offhand was a little over 7/10 of the damage of the main hand, if it affected the gain from tambourine, it should have been noticable. After all, you're posts suggest that a mere 662 offhand damage accounts for 1.3k missing pdmg after tambo is played somewhere. But this is not the case. So offhands don't change anything, although it was a good idea.

8

Friday, August 1st 2014, 9:24pm

I have recently figure out the exact calculation for char screen damage (rounding errors aside). The First post and name of thread have been adjusted accordingly. If someone can perhaps come up with a better explanation after reading (and understanding) the calculations, please feel free to post it so the information is easier to read.

Also feel free to translate for the other languages, since I have no idea if they have this information or not.

Figuring this out has made me feel quite accomplished, even if no one but me cares about it /flex

I will start a list of category B damage multipliers, as defined in the first post, here..please feel free to add
*edit* its starting to seem like i should be listing category A's instead of B's....might be a shorter list lol.

[b][size=14]KNOWN CATEGORY B MULTIPLIERS:[/size][/b]
tambourine
Feral leader (wd/w)
Damage food ---note:tooltip of lvl 85 pdmg food reads "(pdmg+340) x 12% + 340" -- DON'T ADD THE LAST 340 ITS WRONG. just use formula listed on 1st post using 340 as a bonus dmg value
Morale Boost (wd/s)
Energy Absorb (wd)
Holy Illumination
Suicide Advance

This post has been edited 14 times, last edit by "BlankMinded" (Aug 2nd 2014, 3:22am)


9

Thursday, August 7th 2014, 9:36am

Glad to see you solved it

10

Thursday, August 7th 2014, 11:47am

Damage food ---note:tooltip of lvl 85 pdmg food reads "(pdmg+340) x 12% + 340" -- DON'T ADD THE LAST 340 ITS WRONG. just use formula listed on 1st post using 340 as a bonus dmg value

it is NOT wrong!! for gods sake. just do the math properly.

food description: it INCREASES ur dmg by (current_dmg + 340) * 12% + 340

so ur buffed dmg is: new_dmg = current_dmg + (current_dmg + 340) * 12% + 340 = (current_dmg + 340) * 112% = (current_dmg + 340) * 1.12

its just the proper way of defining the boost correctly. 340 dmg additively with an 1.12 overall multiplier

and btw, what ur trying to "invent" has already been discovered by Druffbaum in EU forums 2.5years ago. just give a search through his posts.

11

Friday, August 8th 2014, 4:14am

Your statement about ribs is false. See attached Screenshots, first without, and second with ribs. Nothing else changed. Even unequipping chest and pants, your method of calculation fails. Test it on your own char values. By your own calculations, 31385 base damage should result in:
(31385 + 340) x 1.12 = 35532.
Clearly not what my screenshot shows. If you disagree, perform the math on your own char values, post the screens, and we can discuss what else may be affecting the calculations.

As for druffbaum figuring this out, while I wouldn't be surprised if he did, I saw none of his posts explaining this. If you know the post (or remember the forum topic) please link, so I can compare with my findings, and give credit where credit is due. The only posts I have found regarding damage are damage DEALT FROM SKILLS. The formula involving the attack-defense ratios as well as how skill damage interacts with weapon dps. I have not found/seen any posts explaining how char screen damage is calculated. I will however, mention that searching via google translate yields many pages that say "google translate cannot display this page, click here to return", which may explain why I can't find the information.

The fact that your calculations for ribs are incorrect is what fueled my exploration of this formula.
BlankMinded has attached the following images:
  • no ribs.png
  • ribs.png

12

Saturday, August 9th 2014, 11:58am

Ranged Damage Character-Screen Calculation

http://board.eu.runesofmagic.gameforge.c…ula#post4295704

Character_Ranged_ Damage = [ ( Weapon_Dmg + Arrows_Dmg + Wrath_Rune ) * Mastery * Percentage_Ranged_Buffs + Additive_Dmg ] * Percentage_Buffs

where:

Weapon_Dmg = the damage indicated on ur weapon

Arrows_Dmg = the damage indicated on the arrows u use

Wrath_Rune = the damage that ur wrath rune provides (only the wrath rune embedded in ur bow/xbow)

Mastery = any kind of mastery passive. this includes
- the 20% scout mastery
- the s/d 5% mastery (natural care)
- any other i miss
effects multiplicative as always. thus is (1.2 * 1.05) for the s/wd, as an example.

Percentage_Ranged_Buffs = this includes
- Archers glory (8%)
- Arrow of Essence (20%)
- Blood Arrow (40% or any lvl u have it)
- in general any buff that increases ur ranged weapon damage only
all in multiplicative way as always. in our example (1.08 * 1.2 * 1.4)

Additive_Dmg = any source of additive dmg. this includes
- the additive part of the dmg food (eg 250 for the mem food case)
- upper armor damage bonus
- set bonuses
- d/w additive damage buff
- title interface +81 dmg bonus
- any other i miss
all those numbers are ADDED together

Percentage_Buffs = anything that increases ur overall damage (not only ur ranged damage) multiplicatively. this includes
- tambourine (15%)
- food percentage (10% for the mem case)
- any other source i miss
effects multiplicatively as always. so (1.15 * 1.1) in our case


NOTES:
- the above hold for any kind of ranged damage, no matter if u r Scout / * or * / Scout. Just take care to include/remove the mastery skills properly
- as well known, blodd arrow does not stack with morale boost.
- the formula works 100% properly up to today. ask the mods to move it some other spot if u dont want it to get lost among the posts if u like
- i ll post something similar soon for the melee physical case

Edit: some stuff in bold

This post has been edited 1 times, last edit by "achilleas1" (Aug 9th 2014, 3:05pm)


13

Saturday, August 9th 2014, 3:02pm

Melee Damage Character-Screen Calculation

[based on the OP of this thread]

Character_Melee_ Damage = [ ( Weapon_Dmg + Wrath_Rune ) + Additive_Dmg * Percentage_Buffs ] * Mastery * Percentage_Buffs * Special_Global_Buffs

where:

Weapon_Dmg = the damage indicated on ur mainhand weapon

Wrath_Rune = the damage that ur wrath rune provides (only the wrath rune embedded in ur mainhand weapon)

Mastery = any kind of mastery passive. this includes
- the standard class mastery (70% rogues, 50% wardens etc)
- extra elite skill masteries (for example wd/s secret aggreement for 20%)
effects multiplicative as always. thus is (1.5 * 1.2) for the wd/s, as an example.

Percentage_Buffs = this includes
- percentage dmg food (10% mem one)
- Morale Boost of wd/s
- Connection of wd/d (10%)
- Energy Absorb of wd
- in general any buff that increases ur damage (note: not PotO)
all in multiplicative way as always. example for wd/d with food (1.1*1.1)

Additive_Dmg = any source of additive dmg. this includes
- the additive part of the dmg food (eg 250 for the mem food case)
- upper armor damage bonus
- set bonuses
- d/w additive damage buff
- title interface +81 dmg bonus
- any other i miss
all those numbers are ADDED together

Special_Global_Buffs = this is a certain category of buffs that apply globally only, without involved extra in the Additive_Dmg part. this includes
- Power of the Oak (15% of wd)
- any other source not identified yet
effects multiplicatively, if any other "buggy" buff other than PotO


NOTES:
- based on the original author of the post, i found it easier to define the global buffs (which seems to be PotO tbh only), rather than the category-B ones. Seems like ALL buffs r applied "twice" apart from Power of the Oak. so instead of define category A and B, better just say that PotO is not working like the rest buffs.
- i summon Cike to come and comment on this cause this is an extra reason why scouts r gimped so badly, apart from the overall dmg formula.


Edit: some stuff in bold

14

Saturday, August 9th 2014, 7:47pm

Thanks for posting. The link you provided would have been useful a month or so ago; I wish someone, or yourself, had responded earlier. I had begun to suspect that the number of "global" buffs as you describe them was short, since every class seemed to have skills that yield a greater increase than what they should. To make things less confusing I'll update the first post, where global multipliers include masteries, and power of the oak.

Note: if you have some buffs on, then want to calculate what your new damage will be with an additional buff, you can't simply do (current damage x 1.12) to get the new number. You need to factor in all the current additive damage bonuses (chest, ribs etc.) to go from current --> new values, since the 600 dmg your chest gives will now give "more" due to the inner multiplier. In otherwords, it might be easier for most people to just start from scratch then to try and jump from numbers based on 4 buffs to numbers based on 5.

The difference in the bow/xbow damage calculations is interesting. It says that additive damage like chests, set bonuses and such, yield a smaller increase in damage compared to that of melee characters. Couple that with how damage of ranged skills is not calculated solely on weapon dps, it explains largely why scouts gain so little damage with cooldowns compared to other melee classes.

This post has been edited 2 times, last edit by "BlankMinded" (Aug 9th 2014, 8:04pm)


SaitoHajime

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Monday, June 8th 2015, 8:45pm

// reopened and moved back from Archive to Discussion section on OP's request.