Post by yhaguen on Nov 4, 2018 6:39:40 GMT -8
Hey all,
As many have questions about how Damage Increase works and how final Damage Calculations on your target is applied, I summarized information here. This guide is about close and range weapons, and weapons only.
Everything can be found in UO guide here: www.uoguide.com/Damage_Increase & www.uoguide.com/Damage_Calculations
I'll reuse this material and apply it to Traditions World.
1/ Damage Increase:
This modifier is split on 2 different parts: The Items bonuses capped to 100% plus the Skills and Stats bonuses capped to 200%. All those caps was tested and verified!
A/ The Items
As you can spellcraft 100+ Damage Increase points on weapons themselves, no need to lost a mod for this on any other part of your stuff.
B/ The Skills & the Stats
The skills involved into the Damage increase calculation are the Tactics, the Anatomy and Lumberjack. You have the calculation details in the UO Guide links. I'll just provide the values at 100, 120 and 130 skill points
- Tactics: 67.5% at 100 skill points, 81.25% at 120 and 87.5% at 130 (130 tactics can be reach with the "Davy Jones Cloak" or the "Manteau de Krak" items).
- Anatomy: 55% at 100 skill points, 65% at 120 and 70% at 130 (130 tactics can be reach with the "Davy Jones Cloak" or the "Manteau de Krak" items).
- Lumberjack: 30% at 100 skill points, 34% at 120.
As you can see, for Damage increase purpose, Tactics > Anatomy > Lumberjack.
Strength is the only stat involved into the Damage Increase calculation. With 150 in strength the Damage Increase bonus is 50%
C/ Conclusion
I recommend to avoid to spend points in Lumberjack as soon you are greater then Grand Master in Tactics & Anatomy.
Stuffed, to keep skill points and only reach the 200%, optimized solution is 150 strength + 130 Tactics + 115 Anatomy (105 base +10% from the cloak). The Maths: 50 + 87.5 + (115 / 2 + 5) = 200.
2/ Damage Calculation
A/ Damage increase application
First thing doing by the system is your MIN and MAX damage calculation with the Damage Increase modifier applied.
For example, with a weapon with 20-25 base damage and 300% Damage increase (100% from items + 200% from Skills + Stats) your base damage will be MIN = 20 + 20 * 3 = 80 & MAX = 25 + 25 * 3 = 100.
Note about the floating point, numbers will be truncated at the end of this formula. Same weapon with 298,75% Damage increase: Min = 20 + 20 * 2.8575 = 79 (79.75 initially) MAX = 25 + 25 * 2.8575 = 99 (instead of 99,6875)
The interesting point is, initial base damage is added in the formula before applying the Damage increase (formula is BASE + BASE * DI). So, with 300% damage increase Maths are simple, your real base damage is BASE * 4.
B/ Mitigation
Second point is the Mitigation. Mitigation is applied on top of your Base Damages. So against a mob with 70% physical resistance, your hit will be ( BASE * 4) * ( 1 - 0,70). In our example, MIN = 80 * 0.3 = 24 MAX = 100 * 0.3 = 30.
C/ The whole calculation including Slayer abilities
The last point includes the Slayer test. If you are using a Slayer weapon, Slayer bonus will be applied after the mitigation.
The complete Formula is: ( ( BASE + BASE * DI) * ( 1 - MITIGATION) ) * SLAYER BONUS
Safe travel warriors and take care of your gears!
Yhaguen.
As many have questions about how Damage Increase works and how final Damage Calculations on your target is applied, I summarized information here. This guide is about close and range weapons, and weapons only.
Everything can be found in UO guide here: www.uoguide.com/Damage_Increase & www.uoguide.com/Damage_Calculations
I'll reuse this material and apply it to Traditions World.
1/ Damage Increase:
This modifier is split on 2 different parts: The Items bonuses capped to 100% plus the Skills and Stats bonuses capped to 200%. All those caps was tested and verified!
A/ The Items
As you can spellcraft 100+ Damage Increase points on weapons themselves, no need to lost a mod for this on any other part of your stuff.
B/ The Skills & the Stats
The skills involved into the Damage increase calculation are the Tactics, the Anatomy and Lumberjack. You have the calculation details in the UO Guide links. I'll just provide the values at 100, 120 and 130 skill points
- Tactics: 67.5% at 100 skill points, 81.25% at 120 and 87.5% at 130 (130 tactics can be reach with the "Davy Jones Cloak" or the "Manteau de Krak" items).
- Anatomy: 55% at 100 skill points, 65% at 120 and 70% at 130 (130 tactics can be reach with the "Davy Jones Cloak" or the "Manteau de Krak" items).
- Lumberjack: 30% at 100 skill points, 34% at 120.
As you can see, for Damage increase purpose, Tactics > Anatomy > Lumberjack.
Strength is the only stat involved into the Damage Increase calculation. With 150 in strength the Damage Increase bonus is 50%
C/ Conclusion
I recommend to avoid to spend points in Lumberjack as soon you are greater then Grand Master in Tactics & Anatomy.
Stuffed, to keep skill points and only reach the 200%, optimized solution is 150 strength + 130 Tactics + 115 Anatomy (105 base +10% from the cloak). The Maths: 50 + 87.5 + (115 / 2 + 5) = 200.
2/ Damage Calculation
A/ Damage increase application
First thing doing by the system is your MIN and MAX damage calculation with the Damage Increase modifier applied.
For example, with a weapon with 20-25 base damage and 300% Damage increase (100% from items + 200% from Skills + Stats) your base damage will be MIN = 20 + 20 * 3 = 80 & MAX = 25 + 25 * 3 = 100.
Note about the floating point, numbers will be truncated at the end of this formula. Same weapon with 298,75% Damage increase: Min = 20 + 20 * 2.8575 = 79 (79.75 initially) MAX = 25 + 25 * 2.8575 = 99 (instead of 99,6875)
The interesting point is, initial base damage is added in the formula before applying the Damage increase (formula is BASE + BASE * DI). So, with 300% damage increase Maths are simple, your real base damage is BASE * 4.
B/ Mitigation
Second point is the Mitigation. Mitigation is applied on top of your Base Damages. So against a mob with 70% physical resistance, your hit will be ( BASE * 4) * ( 1 - 0,70). In our example, MIN = 80 * 0.3 = 24 MAX = 100 * 0.3 = 30.
C/ The whole calculation including Slayer abilities
The last point includes the Slayer test. If you are using a Slayer weapon, Slayer bonus will be applied after the mitigation.
The complete Formula is: ( ( BASE + BASE * DI) * ( 1 - MITIGATION) ) * SLAYER BONUS
Safe travel warriors and take care of your gears!
Yhaguen.