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Thread: Damage Calculation

  1. #1

    Damage Calculation

    Even though I kind of knew that damage bonuses don't get added to damage until after the AR damage multiplier is applied to the weapons base damage I wanted to confirm it so I did a forum search and found this nice summary of damage calculation from 2 years ago so I thought I would quote it here and also see if anyone knows if there have been any changes since then subtle or otherwise by subsequent patches.

    Quote Originally Posted by Raynefists
    add damage is added near the end of the damage calculations, Add damage is not converted by our damage changing buffs, and it is not affected by AR(add all off).

    Add damage simply gives a direct boost to damage

    What the game does when it figures out damage is the following:

    1)it checks for a hit or miss
    2)it checks for a crit or non crit
    3)it multiplies the damage your weapon displays when you shift click it by a number determined by your AR. Previous to shadowlands this number was 1+(attack rating/400), the formula is now more complicated for AR over 1000, where it is 3.5+multiplier*((AR-1000)/400). the multiplier depends on how much AR you have, but basically the more AR you get, the less returns you being to get
    4)the game subtracts 1 point from max damage for every 10 points of AC the target has, unless it would cause max damage to go below min damage
    5)if there is a crit, it adds the crit modifier of your weapon to the max damage
    6)if there isnt a crit, it rolls randomly between min and max damage(from after step 4)
    7)the game adds in any damage modifiers
    8)the game adjusts damage for reflect shields or absorbs.
    9)any hardcaps are applied. I believe its 10k for normal damage.
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  2. #2
    PVP caps are applied before reflects apparently.
    And there is pvp 1/2 reduction of damage.


    7)the game adds in any damage modifiers
    8)the game halves damage in case it's pvp damage
    9)the game apply 40% of target HP pvp hardcap if it's pvp
    10)the game adjusts damage for reflect shields
    11)the game adjusts damage for absorbs. (absorbs definitely kicks in after reflect)
    12)any hardcaps are applied. I believe its 10k for normal damage.

    P.S.: 1a) game checks if target have blocker for this kind of attack (engi special blockers, keeper blocker aura, damn alien generals special blockers).
    Last edited by kuznechik; Apr 12th, 2006 at 08:38:22.
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  3. #3
    Any updated summaries of how damage calculations are made floating around?

    This is the closest thing I could find when I searched. And it would also be useful to know where new and old style reflects fall in there.
    TL 7
    RK2 - Maxisolja - 220/24 Trox Soldier | RK2 - Blitztrick - 220/25 Soli Fixer E | RK2 - Krakenz - 220/21 Trox Keep
    RK1 - Shanue - 218/30 Opi MA | RK2 - Redenf5 - 218/22 Trox Enf | RK2 - Jrollin - 214/25 Opi Shade
    TL 5
    RK2 - Memorial - 170/16 Opi Engi | RK2 - Maxisfix - 168/21 Opi Fixer E
    RK1 - Clento - 150/20 Soli Soldier | RK1 - Losodoc - 150/20 Soli Doctor
    RK2 - Loso - 150/20 Opi Advy | RK2 - Tachun - 150/13 Opi MP
    RK1 - Krakenz - 150/15 Trox Advy | RK1 - Loso - 150/13 Trox Advyoo.
    TL5 Fixer Information | GMT -08:00 West Coast Canada | Java AO Chat API | Dnet

  4. #4
    I actually think Means confirmed it at some point... At least with regard to order of calculating.
    Mekhdoc 220/27/70 Equip | Mekh 220/28/67 Equip | Shadesch 220/21/70 Equip
    Mekhkeeper 220/22/70 Equip | Roflmao 220/15/50 | Fixyaself 200/23/64 Equip

  5. #5
    Except there's no hardcap for normal damage. And afaik blockers are checked before hit or miss, so that's 0)
    Techno "Calamite" Witch -- 220/22 soli crat
    Hbar -- 220/28 nano NT
    Electropanic -- 170/17 opi NT
    Insanenomore - 174/17 soli engi
    Darksmile -- 220/21 nano enf
    Drifting -- 150/8 nano MP
    ~~~~~~~~~~~~~~~~~~~~
    got more, but don't remember their names

  6. #6
    Quote Originally Posted by Calamite View Post
    Except there's no hardcap for normal damage.
    Cap for normal damage should be 13K.
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  7. #7
    since LE hit some changes were made so now its

    hit/miss rolled
    if hit crit/reg rolled
    if crit max dmg - AC (min dmg capped) + critmod
    if regular roll regular - AC (min dmg capped)
    +dmg applied
    reflects applied
    absorb applied
    hardcap applied

    Quote Originally Posted by Suicidal View Post
    Cap for normal damage should be 13K.
    correct

  8. #8
    Quote Originally Posted by Mr_Stabby View Post
    since LE hit some changes were made so now its

    hit/miss rolled
    if hit crit/reg rolled
    if crit max dmg - AC (min dmg capped) + critmod
    if regular roll regular - AC (min dmg capped)
    +dmg applied
    reflects applied
    absorb applied
    hardcap applied



    correct
    That's what I wanted, but reflects are not correct

    old reflects (current nt reflects) lower pvp cap
    new reflects are checked after caps on specials but before pvp cap
    TL 7
    RK2 - Maxisolja - 220/24 Trox Soldier | RK2 - Blitztrick - 220/25 Soli Fixer E | RK2 - Krakenz - 220/21 Trox Keep
    RK1 - Shanue - 218/30 Opi MA | RK2 - Redenf5 - 218/22 Trox Enf | RK2 - Jrollin - 214/25 Opi Shade
    TL 5
    RK2 - Memorial - 170/16 Opi Engi | RK2 - Maxisfix - 168/21 Opi Fixer E
    RK1 - Clento - 150/20 Soli Soldier | RK1 - Losodoc - 150/20 Soli Doctor
    RK2 - Loso - 150/20 Opi Advy | RK2 - Tachun - 150/13 Opi MP
    RK1 - Krakenz - 150/15 Trox Advy | RK1 - Loso - 150/13 Trox Advyoo.
    TL5 Fixer Information | GMT -08:00 West Coast Canada | Java AO Chat API | Dnet

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