Finding the right weapon - con, dps, crafted, drops...

O

old.Hendrick

Guest
For all the undecided weapon-wielders :) Mainly based on Albion experience, but should work out for all realms.

Here is a short guide to damage calculation:

You have a maximum dps depending on your level. It's calculated level * 0.3 + 1.2. So at lvl 30, you have a maximum dps of 11.2, at lvl 50 this would mean your max dps is 16.2 (which is a bit weird since there will be 16.5 dps weapons in the next patch to craft, but then those are orange to lvl 50, so the calculation is propably right).
No weapon will have more dps, no matter how high it is. dps in this particular lvl 30 case is reduced to 11.2. Always.
The effective damage of the weapon, regardless of strength, dex or weaponskill, is dps * spd * 0.quality. Stats and skill add to this, as well as bonus and buffs.

The higher the speed level, the slower the weapon. This is confusing (in german version spd=gewicht, which means weight, strangely), but just take it as a fact. Spd 5 - slow but hard hitting, spd 2 fast but less damage per single hit, but you hit more often than with a spd 5 weapon, meaning a miss ain't that bad for you. That's why dps of a guarded rapier and a bardiche can be the same. It's the speed that makes the difference.

Condition and durability
Condition figures directly into the damage calculation, just like quality. Weaponcrafters and smiths can repair your weapon back to 100% condition, but this will in turn lower the durability. Durability does not affect the damage, but when it reaches zero the weapon is kaput. Below examples are calculated with 100% condition.

Example
Netherium Rapier dps 14.3 spd 3.2 quality 90%
effective damage= dps 14.3 * spd 3.2 * 0.9 = 41

Asterite Guarded Rapier dps 13.4 spd 3.5 quality 95%
effective damage= dps 13.4 * spd 3.5 * 0.95 = 44,5

Asterite Rapier dps 12.8 spd 3.2 quality 95%
effective damage= 39

Note the dramatic effect that quality has on this: The asterite rapier, though 1.5 dps weaker, only does 2 points less damage. 90% quality is guaranteed in crafting. In a later patch this goes up to 94%. Quality is rather random, but you are more likely to have better quality when making items lower than your skill level.

Above calculation is without level caps. Now lets look at the level cap if you are say lvl 38:

dps maximum for level = 38*0.3 +1.2 = 12.6

all weapons are now reduced to dps 12.6

This makes for the following:
Netherium Rapier dps 12.6 spd 3.2 quality 90%
effective damage= dps 12.6 * spd 3.2 * 0.9 = 36

Asterite Guarded Rapier dps 12.6 spd 3.5 quality 95%
effective damage= dps 12.6 * spd 3.5 * 0.95 = 41,8

Asterite Rapier dps 12.6 spd 3.2 quality 95%
effective damage= 38

Because of the lovely nature of mathematics, you might as well calculate dps * 0.xx quality to have the effective dps of the weapon

As you can see, quality plays a major part here. In this case, both the asterite rapier and guarded rapier would be a better choice, because of superior quality, only distinguished by different speeds (one big hit opposed to more weaker hits in same amount of time). The asterite guarded rapier would indeed be perfect, as it will last you longer. If the netherium weapon would be of higher quality, it would be ok for you at 38. But asterite weapons are likely to be a better quality, as netherium takes more skill for me at the moment. And even if the asterite rapier was 90% like its bigger netherium brother, it still is the better choice, as it is less expensive to make. That's why an orange weapon is not always right for you. And that's why I may advise against one if you ask. Generally I will try making stuff that is a bit better than your level, so it lasts 2-3 or even more. That's mainly a quality issue. At lower levels, I am more likely to give you advanced weaponry a few levels higher than you are, as I can a) make better quality most likely, and b) you are more likely to reach a new level soon, so you need something that lasts you a while. Mind: At lvl 40 you get a neat quest reward weapon, which is good till about 43.

edit for better understanding
DPS versus "damage"
DPS means "damage per second". In theory, a dagger and a polearm can have the same dps. This does mean that over time they do the same damage. However the actual damage inflicted per swing is figured out the way I describe it above (dps*spd*0.xx qual). In battle this means the dagger and the pole both hit once, the pole for say 80 damage and the dagger for 20 damage. Now the pole being so slow will leave the dagger with another 3 hits adding to a total of 80 damage too, before the pole fires again.

Enchanting
Always enchant your weapons (steel and upwards, as well as armor) at the enchanter in Camelot, Cotswold or Adribards Retreat. This is the Bon or Bonus value you see in your weapon stats. It makes it easier for you to hit the target with an enchanted weapon. Maximum enchantment is 35% for arcanium stuff.

Example:
Sword Bonus 10%, armor of enemy Bonus 5% = You have 5% bonus to hit, and will also do more damage

Sword Bonus of enemy 10%, your own armor bonus 20% = Enemy has 10% penalty when attacking you.

The % value of the enchantment is dependant on the material of weapon and armor, and gets more expensive the better and bigger the piece that is to be enchanted actually is. Arcanium weapons can be enchanted to 35%. Best drop armor has 25% (or 30% from epic drops, correct me if I am wrong) bonus. Go figure.

How to choose your weapons
Choosing weaponry is indeed a difficult task. Often the stat and skill adds of a drop seem far more attractive than the pure metal of a crafted blade. To find what suits you best, you have to look at your character, how you are skilled, what other items you could find for bonus to your weaponskill and for what you want to use the weapon (For example a big PA weapon for an infiltrator, which is used only for that in RvR). In general, you should always do the quick effective dps calculation.

Example: Featherlite granite main gauche
This is a 16.2 dps drop with 90% quality and some nice bonus for an infiltrator/thrust dual wielder. However, its effective dps is only 14.58. An arcanium main gauche can have an effective dps of 15.5 when it is made with 100% quality. Add to this an extra bonus in enchantment of about 10% superior to the drop, and you have a weapon that will do much better damage. However, you should decide for yourself whether you can live without the stat bonus from the drop. My suggestion is to give it a try when you can afford it, but then a 100% arcanium main gauche is pretty expensive and may well range to 1p in cost, depending on how lucky I am in working. In general I'd say that most fighters should use crafted, as it offers better damage and you can get some neat stat bonus from your armor, especially when the epic-armor (I see some cursing armorcrafters here) comes around.

Orange? Red? Purple?
As you should have seen by now, the dps of your weapon is determined by its quality. If you have a red-con weapon with 100% you will do optimum damage, just as with a yellow-con weapon at 100% quality. However I do believe that there are several penalties to using red or purple con, one being a high miss-rate and the other the rather fast degrading of the weapon. As you advance past lvl 40, it is wiser to buy a low-orange or high-yellow weapon than a 16.2 dps bastard sword. First of all a weaker thingy will be cheaper, and it is more likely to have high quality (99% netherium gladius is well possible, wheras an arcanium gladius will not be much better than 95-96% before the patch).
 
K

klavrynd

Guest
very nice and enlightening (but offcourse i allready knew all of this :) )
 
V

Vell

Guest
Nice post, but unfortunately, fundamentally wrong.

DPS = damage per second.

In your examples of working out which weapon does the most damage, you've used dps * speed * quality. This is wrong, as you are then applying the speed factor TWICE into the equation.

In actuality:
DPS 12.4, speed 2, qual 90%
Produces EXACTLY equal damage over time to a weapon
DPS 12.4, speed 8, qual 90%
If all other factors are equal.

This seems to be something you have overlooked. In fact, you've done it wrong, and then stated in italics just after the examples, the correct way to do it, so you've kinda contradicted yourself, which is slightly confusing.

To work out the adjusted dps of a weapon, the equation you should use is
DPS*QUALITY*CONDITION.
You will then need to factor in things like specialisations and stat adjutments.

If you have both weapons in your inventory already, and are just wondering which to use, equip one, then have a look at your "weapon damage" on your character sheet. Now equip the other and do the same. This figure has already taken every single adjustment into account, so you don't need to worry about any formulae.



However, most of the rest of the post is correct - QUALITY IS KING! If you are looking for a good weapon - only quest items or player-made will do. Random drops have such low quality that they are generally not as good as you might think.
 
O

old.Hendrick

Guest
Err, no.

dps 12.4 * spd 2 * 0.9 for quality = 22.32

dps 12.4 * spd 8 * 0.9 quality = 89.82

Now please tell me where there is a mistake there.

It means the damage you do in one hit. Of course, as you will hit 4 times with the faster weapon whereas you hit once with the big weapon, over time it evens out. That was what I meant to say and to explain the whole point of the spd stat. There is a difference in dps which means "damage per second" and the damage in one swing (totally unmodified by stats and buffs), which is figured in the way I describe it.

To actually figure out the damage a weapon does in one swing, you have to take speed into account. This leaves my post flawless and correct when stating
distinguished by different speeds (one big hit opposed to more weaker hits in same amount of time)

:)

So again, note the difference between:

Effective damage per swing (dps*speed*0.xx quality)

and

Effective damage per second (dps*0.xx quality)
 
V

Vell

Guest
Ah, ok, now that you've posted that, it makes sense. I don't think it was very clear in the original post. At least, I didn't understand :p
 
O

old.Hendrick

Guest
Just edited it in the hope for better understanding, hope it's clearer now.
 
S

Solid

Guest
Vell

I think Hendrick accidently stated a way of estimating the difference in damage per swing expected from two same dps weaps with diff speeds.

You are right stating you should discount speed in DPS calculations, because (not factoring the huge benefit of the alpha strike with slow weaps) weapon speed variation does not alter true damage/time

Just to emphasize that for Midgard, wielding a 2H weapon gives ah innate 25% bonus damage over using a 1H

so a 2H 16.2dps 91% Weapon would do 25% more damage/time than a 1H 16.2dps 91% Weapon.

I also hear that condition plays a part in weapon damage also is that weapon condition or the nme armour condition that is important her? <shrugs>)

also to add more for Midgard

the level 44 Hammer and Axe drops (Screaming Ghastly Axe and Hammer of Black Ice, both 15.0 dps) are the best weapon to use till level 47 when your dps cap raises to 15.3.

thats when 97% or greater quality Arcanium weapons do more damage.

Also I "THINK" only at level 50 will WoW drops do more damage than your Black Ice Hammer or Screaming Axe.
(unless the 30% bonus effectively makes the damage better pre level 50 when comparing it to 44 Quest/OTD???)
 
S

starblade

Guest
Excellent post and I think it will help new players a lot since I have been explaining to a lot of them why NOT to swing purple weapons. You are right Hendrick, high orange to purple weapons have an increased chance-to-miss/fumble percentage and will decrease at an almost visible rate.

It will also give our great crafters a bit of a boost I hope. A lot of people still go blindly for drops (cool names, color, ... ) but at hih quality crafted weapon 'bashes serious skull' :)
 
O

old.Hendrick

Guest
Solid:

Condition figures directly into the damage calculation, just like quality.

That means to calculate the damage from one swing you'd go:

dps * spd * 0.xx qual * 0.xx con

Or to work with numbers:
dps 15 broadsword with spd 3, quality 95% and condition of 98% does:

15 * 3 * 0.95 * 0.98 = 41.895 damage in one swing

But in the end that's just another number to complicate the calculation.
Basically you should just do dps*0.xx qual and you find out whether the weapon is good or not compared to your alternatives.
 
S

Solid

Guest
Does anyone know what effect, if any +weaponskill on drops has on damage?

I assume none as its supposed to only decrease variance and increase your potenial cap

(ie as stated many places 0 spec weapon damage = 25%-100% damage wheras maximum weapon spec = 125%-150% damage)

does the above mean that incrased weapon spec skill does indeed increase top end damage?

if so I wonder how, if at all we can factor this in when comparing crafted weaps to drop weaps.

As my 91% 16.2dps Battlescourge has +6 hammer, now woul that +6 hammer make any difference to my damage?

I cant explaing it better in words, sorry, simpleton here, but...

Will a Battlescourge with +6 hammer hit harder per swing that a Battlscourge with no hammer bonus (I know it cant exist, just wanna know the effect it has)
 
O

old.Hendrick

Guest
I think the use of such a bonus largely depends on how fary you have trained your skill. Usually the narrower damage variance and the potential to hit for more damage due to higher skill should be offset by the rather weak quality of the weapon. Again, you have to choose for yourself. I have seen the 93% quality "Thrusting Frenzy" weapon, and can heartily recommend it even though it has rather poor quality, as the bonus it has is just awesome.

Basically a weapon with +x to skill should do more damage than the same weapon without bonus to that skill, but as you never face that choice it's kinda pointless. In my opinion, higher quality and enchantment will always outclass a drop, at least if you are a pure close combat melee person. I always use crafted stuff, but then I am kind of biased :) The only way to be absolutely sure is to give it a try of course, and see for yourself.
 
O

old.Revz

Guest
There are one or two other thing you need to factor in although they are only minor statistical points :)

Firstly fights do not last for an infinite amount of time and everyone swings their weapon instantaneously for the initial hit. What this means from a pure damage point of view is that the faster weapons are always playing catchup to the slower weapons. If fights went on infinitely then the fast weapons would finally catch up but this doesn't happen :) In fact the shorter the fight the worse and worse fast weapons become. This is why Albion polearms rule the roost in terms of pure weapon damage, they are the slowest weapons in the game.

As an extreme example :

My grey con target has 200 HP. With a polearm I one shot him. That means he dies from my first blow and in effect it takes me no time at all to kill him since that first hit goes off straight away. I am therefore infitely more efficient than any other weapon in the game that takes more than 1 hit to kill him.

But...

You do have to factor in the "damage pulse effect" from very slow weapons. If you graphed out their damage over time then a polearm would be very stepped whereas something fast like a featherlight gauche would be a pretty smooth line. If you *just* fail to kill your target with the first big hit then it is possible for the faster weapon to get the kill more quickly because in the 6 seconds you take to wind up your second attack they can catch you up and kill the target before you swing again.

As an extreme example :

My grey con target has 201 HP. With a polearm I hit him for 200 damage but just fail to kill him :( I have to wait 6 seconds for the next blow to finish him off. Meanwhile my infiltrator friend is continually hitting his 201 HP grey for maybe 20 damage per swing. It might take the infil longer to get past 200 points of damage but so long as he can do it in less than the time it takes for me to wind up my next swing he will kill it first.

Hence slower weapons in a perfect world deal more damage than faster weapons over any limited amount of time. You have to factor in the "pulsing damage" effect you get from the slow weapons though, so when there is a finite amount of damage needed to finish the fight things tend to sway in favour of one weapon or the other.
 
F

Fafnir

Guest
Repair question..

Whats the differance between having a char repairing your armor and arms, than having your villige smith doin it?
 
O

old.Hendrick

Guest
The player character could be nice and charge no coin for it :)

And yes, usually in RvR it is wiser to have a slow but hard hitting weapon to whack enemies in the first blow when possible. However, this also changes with the class you play, for instance an infiltrator may want a slow PA-opening weapon and then change to tow very fast weapons to get his other poisons/styles off fast.
In PvE fast weapons are much better for keeping agro than slow polearms, and that's why infiltrators and mercs usually draw agro from any armsman, because they hit faster and misses dont affect them so much. Also you can do more styles with a faster weapon and taunt faster.

It's all a question of having the right tool for the right job ;)
 
S

Solid

Guest
a kind crafter wont charge you :D

to add to revz post regarding slow weaps and alpha strikes, remember a weap that swings too slow may have trouble hitting between pulsing bladeturns.

also missing with slow weapons is a nitemare, whereas doing so with faster weapons is not so bad.

Also its harder to pull off reactionary styles using slow weapons as more often than not a nme using a faster weap can hit you for 2-3 times between swings.

What I really want to know is how Quickness really works for melee.


If say I crank my quickness up from base 50 it is naked to 150, do I swoing for the same damage but faster?

Sanya at the herald seems to believe that Qui for melee works same as Dex for casters, tho this has been quickly ridiculed on IGN.

anyone done any tests?

atm I am advised to keep quickness down as a 2H slow Hammer user to maximise the damage of my Alpha strike.

some clarification would really be appreciated
 
O

old.Revz

Guest
I did say they were minor statistical points :) It all starts to break down once you throw things like BT into the mix or actually consider how bad one miss is in such a short fight with a slow weapon. The reactionary style thing should be sorted a few patches from now when you can setup "primary" and "secondary" styles for each melee attack you make. If your primary doesn't go off (ie. you didn't get that block you needed for it) then your secondary does so.

You can hurt yourself with fast weapons though because fully buffed some classes (like nightshades) attack so fast that under the laggy RvR conditions they can't press the buttons fast enough to keep up with their style chains. Not as if I would complain about attacking TOO fast though ;)

As Hendrick said, holding aggro is all about being consistent hence the nice smooth damage lines of fast weapons coupled with the ability to pull off styles more quickly makes the nippy ones much better for that. Dual wielding helps as well.
 
V

Vell

Guest
Ok, my go again :p

In the CURRENT patch, your weapon spec cannot exceed your level. Lets take Solid as an example. As a level 50 person, the highest your weapon spec can go is 50. If you have specced hammer to 50, then a weapon giving +hammer has no advantage over a weapon giving no hammer bonus.

However, if you only have 44 spec hammer, then you will probably want to get +6 from somewhere to reach the 50, therefore doing the maximum damage.

Thge damage is done in bands, rather than individual points - so getting +5 hammer may increase your damage, but it may not, depending on how close to the boundary you are.

I believe that the bounds are
0-33% of level - minimum damage
33-75% of level - a bit more
75-98% of level - quite a lot
100% of level - maximum damage.

So if you only have 75% spec in your weapon (38 spec for lvl 50) you will need a lot of bonuses (+12, in fact) to actually increase your damage output. But if you are very close to the boundary, you only need a little bonus.



HOWEVER, in a later patch (1.49 I believe - or it may even be 1.48, in which case we already have it), the spec of your weapon CAN go above your level, but ONLY AT LEVEL 50. So a lvl 43 with spec 46 - still counts as 43. But a lvl 50 with spec 62, counts as 62.

Tha damage is still done in boundaries - I think you need 57 spec in the weapon to go up into the next boundary.

So If you are lvl 50 and have 56 spec - you do exactly the same damage as if you had 50 spec. But if you had 57 spec, you do extra.


Hope this all makes sense, and more importantly, I hope it's right. Because I hate being wrong :p
 
S

Solid

Guest
Originally posted by Vell
Hope this all makes sense, and more importantly, I hope it's right. Because I hate being wrong :p

How well we all know it Vell :D

Anyway, where did you read this as its news to me and i have a vested interest as atm with items and RR my hammer skill is 60 using 2H and 61 using 1H.

If indeed I dont get a reasonable detectable damage boost, then I feel cheated (by my own spec admittedly) and now ponder whether getting Slam woulda been a better option., hmmmmmf

you got any links Vell I really want clarification on this point as I have been striving to increase my melee damage output for last few weeks.
 
V

Vell

Guest
<wanders off to find the links>

I've been looking at this for quite a while too....mostly it's just been piecing together little snippets from various places, from the grab-bags and other places.

And I'll answer your quickness question when I get home from work....but my boss is giving me evils atm so i better do some work......
 
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Flimgoblin

Guest
Spec over 50 helps... just not as much as spec under 50

(diminishing returns).

At least that's what I read the herald as saying...

this is irrespective of patch as it's not mentioned in any patch notes...
 
K

kr0n

Guest
Then again...

Test subject: L50 scout with 50 Longbow and no items. (in theory)

Lets take Bow of Doom for example.

16.2DPS 5.2SPD 93%QUA +7 Longbow +13 DEX

and a crafted duskwood longbow.(dunno if its 5.2 or 5.4, but its simpler if its the same speed)

16.2DPS 5.2SPD 100%QUA No stats.

Damage for crafted bow,

16.2 * 5.2 * 1.00 = 84.24

Damage for Bow of Doom

16.2 * 5.2 * 0.93 = 78.34

Damage per hit doesnt change that much.

Lets add the +7 bow there. According to my info at L50 its 0.7% per level. It adds to the Qua, cause Qua is the percentage of the damage which is the real damage.

16.2 * 5.2 * [0.93 + (0.7*7)] = 82.47

Ok the damage is pretty same now aint it?
I dont have 100% info about how dex affects the damage, but I think the damage on Bow of Doom might be even or even greater than the crafted one. And + the bow has charges :) And looks much better than a plain brown bow.
 
M

Myshra

Guest
speccing in magic is also a thing people tend to be cautious of, as with magic, overspeccing simply decreases the amount range damage your spells will do. (that sounded crap)

for example, meepthor used to have 61ice, the max you could get.
this would mean his attacks would consistantly hit his cap always, but the cap is STILL the same level that it was at 50, he just hits it more often / constantly.

having only 50 in ice (not item bonus) means his cap he will hit 75%-100% (i think) of the time, but he would probably do more damage as he would now, or should be using more +int gear.

are weapons like this?
 
F

Flimgoblin

Guest
Weapons are different from spells...

Up till spec 50 your weaponskill (on the front page of your character) increases substantially.. after 50 it's apparently about 10 points per level of skill (removing a +skill piece of kit, drops you by +10*skill... this needs more testing to be sure it's linear.. might tail off 10+9+8+ or such)

Weaponskill is what determines your final damage.. this is your character skill/stat/everything part of your damage.

Damage is based on your weaponskill, your opponents armour factor and then your effective weapon damage (which hendrick mentioned before). (something like (WS/AF)*Dam... there's a maximum for the WS/AF bit which you hit when you splat a grey...)

Whether a +5 or a +7 skill is better than a 7% quality increase? who knows.. You can try running various formulae that people have came up with .. but you'll never have all the other factors (e.g. the herald said that the quality modifier gets applied twice... there may be others)

Only way to find out for sure is to fight 20, 40, however many of the same level and type of monster (check the xp at the end of the fight to get the level... subtract any group or camp and you get the base xp.. this tells you what level it is)
then work out your average damage.

What we can tell for sure is that 10 dps at 90% quality is worse than 9.5 dps at 100% quality, ignoring all other factors.
It's the other factors that are less clear.
 
O

old.Anpu

Guest
Hmm not sure if that has been mentioned already, but the qualtity comes into effect _after_ your dps are capped from your level.
ie a 90% qua 16.2 weap will be only 9.0 dps if your cap is 10 dps.
And durability has nothing to do with the damage or anything, my spear has like 40% dura and still hits like he's new :p

/Anpu
 
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old.Anpu

Guest
Oh and btw, in the german version its not speed=gewicht/weight, its S: Schaden/Damage, G: Geschwindingkeit/Speed (not Gewicht/weight) and Wiegt/weight :p

/Anpu, smartass
 
P

- Pathfinder -

Guest
Weapon spec. over 50 will increase damage as stated, just not by much. I'd assume wizzy spells work like my smites, ie the damage cap doesn't change with increased skill, but damage variance will; damage will also be increased versus targets you don't cap on; ie if i equip my +4 smite coif I will do more damage to a lv 50 (whom I have no chance whatsoever to cap on), but it won't be by much.

Oh, and lv 51 (16.5 DPS) weapons are not orange; items always con yellow when you're one level below it. That said you still cap at 16.2 DPS; 100% weapons with 16.2 DPS and 16.5 DPS resp. would do the same damage, provided their stats are identical in all other instances.

There is a display bug with WeapDamage, in as much as it always displays the damage as if the weapon was of 100% quality; this will be changed in a future patch to show the effective DPS.
 
O

old.Iunliten

Guest
Follow up on + from weapon form solids post

=================================
Spec = Weapon specilization / character level
Min D = Minimum Damage
Max D = Maximum Damage
Avg D = Average of Minimum and Maximum Damage

Example:
Level 50 Hero with 28 points in the Blades style
28 / 50 = .56 or 56%
Look up 56% on the chart
Spec - - Min D - Max D – Avg D
056% - 067% - 125% - 096.0%
Our Hero has enough knowledge of blades to do about 96% of their possible damage

Spec - Min D - Max D – Avg D

002% - 027% - 125% - 075.8%
004% - 028% - 125% - 076.5%
006% - 030% - 125% - 077.3%
008% - 031% - 125% - 078.0%
010% - 033% - 125% - 078.8%
012% - 034% - 125% - 079.5%
014% - 036% - 125% - 080.3%
016% - 037% - 125% - 081.0%
018% - 039% - 125% - 081.8%
020% - 040% - 125% - 082.5%
022% - 042% - 125% - 083.3%
024% - 043% - 125% - 084.0%
026% - 045% - 125% - 084.8%
028% - 046% - 125% - 085.5%
030% - 048% - 125% - 086.3%
032% - 049% - 125% - 087.0%
034% - 051% - 125% - 087.8%
036% - 052% - 125% - 088.5%
038% - 054% - 125% - 089.3%
040% - 055% - 125% - 090.0%
042% - 057% - 125% - 090.8%
044% - 058% - 125% - 091.5%
046% - 060% - 125% - 092.3%
048% - 061% - 125% - 093.0%
050% - 063% - 125% - 093.8%
052% - 064% - 125% - 094.5%
054% - 066% - 125% - 095.3%
056% - 067% - 125% - 096.0%
058% - 069% - 125% - 096.8%
060% - 070% - 125% - 097.5%
062% - 072% - 125% - 098.3%
064% - 073% - 125% - 099.0%
066% - 075% - 125% - 099.8%
068% - 076% - 126% - 101.0%
070% - 078% - 128% - 102.5%
072% - 079% - 129% - 104.0%
074% - 081% - 131% - 105.5%
076% - 082% - 132% - 107.0%
078% - 084% - 134% - 108.5%
080% - 085% - 135% - 110.0%
082% - 087% - 137% - 111.5%
084% - 088% - 138% - 113.0%
086% - 090% - 140% - 114.5%
088% - 091% - 141% - 116.0%
090% - 093% - 143% - 117.5%
092% - 094% - 144% - 119.0%
094% - 096% - 146% - 120.5%
096% - 097% - 147% - 122.0%
098% - 099% - 149% - 123.5%
100% - 100% - 150% - 125.0%

Minimum Damage ramps from 25% at 0 spec to 75% at 2/3 spec.
Maximum Damage is constant at 125% from 0 to 2/3 spec.

Minimum Damage ramps from 75% at 2/3 spec to 100% at 1/1 spec.
Maximum Damage ramps from 125% at 2/3 spec to 150% at 1/1 spec.

This chart applies to the one handed weapon skills like Slash, Crush, and Thrust on all 3 realms. It also applies to Midgard and Hibernia two handed styles.

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http://www.tarnished-dagger.com/forums/showthread.php?threadid=1029

runolas post


Do the math according to this chart solid.


And for quickness it affects a lot I do believe having my shadowblade with capped qui he is getting in 2 hits from a speed 4 sword in a 6 sec stun (creeping death) that is a decrease with 25% in swing time. his qui is 150-160 I think atm not enterily sure
 
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old.giriam

Guest
This is excellent information!

We need more technical information like this, anyone know anything about damage calculations when it comes to casters? how does +int affect damage compared to +spec and so on.

Im a bit tired on judgeing everything from proximity test, its a true pleasure to read some exact numbers for a change.

MORE i say, give us MORE!

G
 
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Solid

Guest
General rule for casters is capping your int is better than taking your spec above 50.

so if you are near/max specced in a spell line, and u had a choice between a +2 Spec line item or a +15 Int/Pir item, take the +Int/Pie item as it will show more damage increase as well as increase your mana pool.
 
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Solid

Guest
Iunliten

that post does not talk bout overspeccing melee skills, its a shame as thats what I am mainly interested in, melee specs and damage ramping post 50 spec.

any more info? that was great at least for those that spec up to 50 in a skill, what about the extremists that are aiming for maxing a spec above its 50 cao, ie 61 from items.
 

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