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Tentative weapons table:
The table going from left to right displays the name of the weapon/spell, then my skill in said weapon when I tested it, then itâs attack rate (lower is better), average damage per hit, any extra damage and an approximation of itâs chance to go off, accuracy (higher is better), an unadjusted dps for the weapon at that skill level, then a number representing final base DPS with all previous factors calculated in. These numbers are not specifically or technically derived, but they are all proportioned to each other and can show relative damage on a normal enemy. Not that to derive a proportional accuracy number for each weapon I divided the level of skill by the die roll you have to beat for a hit, since this does not increase every level this shows an inclining scale of accuracy rather than the actual jumps you get every few levels. Also, fortunately DoTs from weapons hit every second, so they can be instantly converted to dps after applying the approximated percentage to the initial damage. In base dps accuracy is taken into account and will increase or decrease the final number. I used the skill level to divide from the final number in order to balance out skills being higher or lower. Keep in mind accuracy has less bearing past 25 skill and begins to become irrelevant.
This was based on green spiders, which to my knowledge have no real strength or weakness other than a bit of natural AC, this is by no means a complete study and is relative. The un-adjusted DPS is more likely to be an accurate measure of the weapons potential, and this chart does not take into account special functions or common weaknesses. To discern this, apply +/-20%dps per weakness or strength to find adjusted dps. The base DPS is only used to measure each weapon in proportion to each other given normal circumstances.
The table going from left to right displays the name of the weapon/spell, then my skill in said weapon when I tested it, then itâs attack rate (lower is better), average damage per hit, any extra damage and an approximation of itâs chance to go off, accuracy (higher is better), an unadjusted dps for the weapon at that skill level, then a number representing final base DPS with all previous factors calculated in. These numbers are not specifically or technically derived, but they are all proportioned to each other and can show relative damage on a normal enemy. Not that to derive a proportional accuracy number for each weapon I divided the level of skill by the die roll you have to beat for a hit, since this does not increase every level this shows an inclining scale of accuracy rather than the actual jumps you get every few levels. Also, fortunately DoTs from weapons hit every second, so they can be instantly converted to dps after applying the approximated percentage to the initial damage. In base dps accuracy is taken into account and will increase or decrease the final number. I used the skill level to divide from the final number in order to balance out skills being higher or lower. Keep in mind accuracy has less bearing past 25 skill and begins to become irrelevant.
Code:
FireGauntlets: ||--22--||--10--||--16--||--15/80%--||--1.15--||--28dps--||--1.46base--||
TorkalathBlade: ||--18--||--7---||--24--||--n/a--||--1.5--||--31.2dps--||--2.6base--||
GreaterIceBlade:||--18--||--20--||--56--||--n/a--||--.81--||--28dps--||--1.26base--||
CalrainâsMace: ||--18--||--15--||--34--||--n/a--||--.9--||--22.6dps--||--1.13base--||
DarkMaul: ||--18--||--23--||--40--||--11/30%--||--.75--||--22.1dps--||--.92base--||
BoneBlade: ||--18--||--1---||--24--||--lifetap/100%--||--1.05--||--24dps--||--1.4 base--||
SnakeStaff: ||--18--||--8---||--5---||--10/40%--||--.64--||--10.8dps--||--.34base--||
Wep.name: ||--skill--||--spd--||--dmg--||--ex/%--||--acc--||--raw dps--||--base dps--||