Game Guides Archive
Thread: POST CU Damage Calculator, updated 7/29/05
The following is a Damage Calculator for PvP and PvE based on CL level differenc, Accuracy vs Defense, and Armor Calculations. Follow the steps below to determine damage.
PVE Formula
PVP Formula (no CL calculations in PVP)
Elemental Damage (both PvP and Pve)
Final Damage = Standard Damage + Elemental Damage * [1-(0.011 * ER - 0.0000005 * ER^2)*0.01]
Variables:
Known Variable Modifiers
Armor break: You need to replace the above armor formulas for Standard and Elemental damage with one below.
Known Problems:
* Aim seems to do interesting things to your accuracy and I have yet to pin it down, It should possibly give you 240 more accuracy but it doesn’t work exactly like that. Apparently it gives a larger damage bonus that what a simple 240 increase in accuracy would do. * .00066255 Modifier in the Accuracy Calculations is approximate and can make your final damage be off by up to 1 or 2 pts in some situations. It is close enough for most calculations but I would like to be able to pin down an exact ratio.
Excel Damage Calculator
I have an excel file for the damage calculator that makes it easy to plug in your numbers and see your results. Also included in the file is a speed calculator and an armor calculator:
Message Edited by Staveeno on 09-16-2005 05:18 PM
Message Edited by Le0r0n on 07-14-200508:44 PM
Message Edited by Le0r0n on 07-14-2005 08:44 PM
RenegadeQuestor wrote:
I tried this out several times with a few different weapons and the "Final Damage" was usually a thousand + over my Max Damage. The Accuracy mod is used to determine how often I hit, not how hard I hit
Make sure you are using the default attacks to test. Special attacks have damage modifiers that you have to apply after this formula is calculated.
Also. you will need to look at your combat queue and make sure it is in verbose mode so you see the base damage. It should say something like:
You hit target with attack for XXX pts of damage (XXX Type of damage). Target Absorbed XXX amount of damage out of a Possible XXX of damage
Where it says "Possible" damage, That is the base damage that this formula calculates. you are probably just looking at the damage done after armor. Also, you will need to adjust for the PVP penalty if testing in PVP
Message Edited by Staveeno on 06-20-2005 11:29 AM
well, I've done more testing, Looks like the formula is still accurate to within 4 pts of damage. It is exact until you get to that accuracy bonus and then it get's off somewhat.
This whole concept is extremely hard to understand, I wish I could throw up my excel spreadsheet somewhere, It allows you to plug in your numbers and get the damage for all special attacks out there based on skill level, etc. It is much easier to understand looking at it graphically.
Very intersting.
Can you not upload your spreadsheet somewhere and post a link to it?
BadgerSmaker wrote:
Very intersting.
Can you not upload your spreadsheet somewhere and post a link to it?
I'm need a place to upload it to and I would. I'm also still collecting special attack multipliers so that I can add those into the sheet as well.
Puttley wrote:
dunno if you ought to take this into account too with your calculator (i've not tested it but i lifted it from the Rifleman forums from the Correspondat - Ackehece)
it improves aim by +240
it should show an icon if the warmup worked (it can fail)
if your accuracy is already +250 over that of the target's defenceit will not do any extra damage (but your miss rate should lower)
Hmmm, not sure about that, I have 391 base accuracy on my rifle and if I take more food or remove the accuracy SEA's, it effects my damage. And mobs have 0 defense. I will check again but I haven't seen any situations where my calculator hasn't worked right, On all 4 of my toons it is accurate within 4 pts of damage.
Accuracy and Accuracy Interval is capped somewhere and that is whatthe .00066255 number is based off of. I don't know the caps though so Ihave to come up with a best guess decimal number. .00066255 is pretty close. The real formula that .00066255 comes from is the one below.