Multiply critical rate and critical damage together, and you get the effective critical damage rate. The rest of the time you get your normal damage rate. If one or the other is low, then the effective rate is low too.
Calculating Melee DMG
Melee DMG = floor( (Weapon Base DMG + fSTR) × pDIF × Randomizer )
where Randomizer is a random number between 1.00 and 1.05.
where Randomizer is a random number between 1.00 and 1.05.
- A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and Spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn.
- You shouldnt seperate those two. Best stats depends of class tou are playing and your preformances but usually you should have crit dmg above 270% i crit hit rate at least 2000. Dmg is very important too but I now some players that are playing on crit rate and when they make crritical hit it is almoast every time one shot kill.
Example #1: Melee Hits
![Dn Crit Dmg Dn Crit Dmg](/uploads/1/3/3/8/133897928/185470237.jpg)
Base stats: STR = 313 (111+202)
Weapon DMG: 144 (121+23)
mobDEF = 3 (as an estimate)
mobVIT = 7 (as an estimate)
ATT = 867
cRatio = 2.25 ( clamp( 2.25 + 4.45, 0 , 2.25 ) )
cRatioMax = 2.625 ( cRatioMax = cRatio + 0.375f; )
cRatioMin = 1.83 ( cRatioMin = cRatio × (1176 / 1024) – (775 / 1024) )
pDIF = 2.625 ( pDIF = Rand(cRatioMin, cRatioMax) ) let’s say I got really lucky
fSTR =77 ( floor( (313-7 +4)/4 ) )
Let’s now calculate for melee non-crits:
min Melee DMG = floor ( (144 + 77) × 1.83 × 1.0 ) = 404
max Melee DMG = floor ( ( 144 + 77 ) × 2.625 × 1.05 ) = 609
max Melee DMG = floor ( ( 144 + 77 ) × 2.625 × 1.05 ) = 609
All non-crit hits will land between 404 and 609 damage
Let’s now calculate for melee crits:
The only thing that changes from critting is cRatio, which we shall now re-calculate.
Crit DMG Increase = 39
pDIF = 3.4125 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
pDIF = 3.4125 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
min Crit Melee DMG = floor ( (144 + 77) × 1.83 × 1.39 × 1.0 ) = 562
max Crit Melee DMG = floor ( (144 + 77) × 2.625 × 1.39 × 1.05 ) = 806
max Crit Melee DMG = floor ( (144 + 77) × 2.625 × 1.39 × 1.05 ) = 806
All crit hits will land between 562 and 806 damage
Note: This all hinges on the exact values of mobDEF, mobVIT, and mobLevel.
On a more serious note, crits are incorrectly calculated on DSP, based on lines 2352 to 2357
On retail, non-crit cRatio cap is indeed 2.25, however, after for crits, cRatio cap is raised to 3.25 to allow for recalculations of cRatioMax and cRatioMin.
On retail, non-crit cRatio cap is indeed 2.25, however, after for crits, cRatio cap is raised to 3.25 to allow for recalculations of cRatioMax and cRatioMin.
To demonstrate, we’ll need to recalculate cRatioMax
where for cRatio = 3.25, cRatioMax = 3
Rufus download mac.
Rufus download mac.
and cRatioMin = 2.625. If corrections are made:
Crit DMG Increase = 39
pDIF = 4.17 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
pDIF = 4.17 (Rand(cRatioMin, cRatioMax) × (100 + Crit DMG Increase )/100 )
min Crit Melee DMG = floor ( (144 + 77) × 3.64875 × 1.0 ) = 806
max Crit Melee DMG = floor ( (144 + 77) × 4.17 × 1.05 ) = 967
max Crit Melee DMG = floor ( (144 + 77) × 4.17 × 1.05 ) = 967
All crit hits will land between 806 and 967 damage (corrected)
Still waiting for fix as of 2/1/2019 (Yuna).
Calculating Weaponskill DMG
This will be a massive assembly of information required to calculate the Weaponskill DMG. Try not feel overwhelmed or confused, as I will calculate an example at the end, using all the information listed.
To calculate the weaponskill damage, you’ll first need the formula DSP uses:
(I will not go into detail regarding ranged WS dmg since it’s relatively the same)
(I will not go into detail regarding ranged WS dmg since it’s relatively the same)
Melee WS Base DMG = floor( (Weapon Base DMG + fSTR + WSC) × fTP )
Ranged WS Base DMG = floor( (Weapon DMG + Ammo DMG + fSTR2 + WSC) × fTP )
WS DMG = WS Base DMG × pDIF × Randomizer
Ranged WS Base DMG = floor( (Weapon DMG + Ammo DMG + fSTR2 + WSC) × fTP )
WS DMG = WS Base DMG × pDIF × Randomizer
*** DSP still uses alpha
Weapon Base DMG + fSTR + WSC, which still retains alpha
Melee cRatio Cap = 2.25
Total Crit = nativecrit + crit rate equip & augments + crit merits + weaponskill bonus
levelcor=0.05 × (Monster’s level – Player’s Level)
levelcor = 0 if monster equal to or lower than the player’s level
ATT/DEF ratio = (Player’s ATT × WS ATT Multiplier) / (Monster’s DEF – ignoredDef)
cRatio = ATT/DEF ratio – levelcor
pDIFmin & max are calculated from above
pdif[1] = pdifmin
pdif[2] = pdifmax
if crit, cRatio +1 but capped at 3.
CritBonus capped at 100%
pdifcrit[1]: min = 0, max = 5.25
pdifcrit[2]: min = 0, max = 6.75
levelcor = 0 if monster equal to or lower than the player’s level
ATT/DEF ratio = (Player’s ATT × WS ATT Multiplier) / (Monster’s DEF – ignoredDef)
cRatio = ATT/DEF ratio – levelcor
pDIFmin & max are calculated from above
pdif[1] = pdifmin
pdif[2] = pdifmax
if crit, cRatio +1 but capped at 3.
CritBonus capped at 100%
pdifcrit[1]: min = 0, max = 5.25
pdifcrit[2]: min = 0, max = 6.75
Alpha is still being used and based on the player’s level. Between level 76 and 98,
alpha = 0.85 but at level 99, alpha = 1.0
alpha = 0.85 but at level 99, alpha = 1.0
QA/TA/DA can only proc on the first hit of each weapon
Attack Priority: Quad>Triple>Double>Mythic Triple>Mythic Double
Generate the randomizer, a number between 1.00 and 1.05 to multiply with.
cRatioMin
Elemental gorgets and belts, including fotia, are accounted for
The first hit of the calculations are as such:
Dragon Nest M Crit Dmg
The calculations for the dual wield offhand or the second fist from H2H are as such:
As usual, the first hit is the most important hit, especially for multihit fTP
Account for souleater and WS DMG mods/augments
The last and probably the most important line, to calculate everything, where WEAPON_SKILL_POWER = 1 on Valhalla
Example #2: Resolution
Base stats: STR = 313 (111+202)
ATT = 867
mobDEF = 3 (as an estimate)
mobVIT = 7 (as an estimate)
WS DMG: 36
fSTR = 155 ((313-7+4)/2) assuming the Rabbit has 8 VIT as THF/THF
Weapon DMG: 144 (121+23)
WSC = 186 (313×0.7×0.85)
fTP = 4.45 (4.25+0.1+0.1)
cRatioMin = 1.83 (2.25×1176/1024-775/1024)
cRatioMax = 2.625 (2.25+0.375) since Resolution cannot crit
pDIF = rand(cRatioMin,cRatioMax) … let’s say 3.0 to give us the best luck
Resolution Base DMG = floor( (Weapon Base DMG + fSTR + WSC) × fTP )
= floor( (144 + 155+ 186) × 4.45 ) = 2158
= floor( (144 + 155+ 186) × 4.45 ) = 2158
Resolution DMG = WS Base DMG × pDIF
= 2158 × 3.0 = 6474
= 2158 × 3.0 = 6474
Resolution final adjustments = Resolution DMG × WS DMG Augments × Randomizer
= 6474 × 1.36 × 1.05= 8837
= 6474 × 1.36 × 1.05= 8837
The whole point of this exercise is to demonstrate that these numbers don’t come out of thin air. I believe I only understand 5% of what’s actually going on, and definitely have missed or haven’t accounted for other factors that may influence this calculation. However, I’m quite glad that my 1-hit Resolutions landed roughly in the same area of what I calculated. I challenge anyone to try doing this with a different WS and see if they have arrived, roughly, at what they calculated.
Small discoveries:
Dn Crit Dmg File
- Crit is well accounted for in melee attack rounds, ranged attack rounds, melee WS’, and ranged WS’
- SA is very well documented
- TA is very well documented
- DSP still follows the old WS formulas that require the use of alpha
- dDEX cap = 40
- monster cRatio = 4, whereas player cRatio cap = 2.25
Lastly, pDIF and cRatio were the most mysterious variables simply due to lack of references, even though they were well documented,
Yuna
Last update: 1/31/2019
Last update: 1/31/2019
Sources:
BG WIKI: WEAPONSKILL DAMAGE Apex legends dmg.
BG WIKI: WEAPONSKILL DAMAGE Apex legends dmg.