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  #1  
Old 07-23-2012, 09:56 AM
orsk orsk is offline
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Default DMG bonus

Im finding my weapons are sometimes hitting for less than the listed damage bonus. Isnt the dmg bonus supposed to be the lowest hitting point for the weapon?
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  #2  
Old 07-23-2012, 03:16 PM
Treats Treats is offline
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The damage bonus listed on two handed weapons when you inspect the item isn't displayed correctly.

This is what is used:

Quote:
(FAST) IF WeaponDelay <= 27
1.) DamangeBonus = One Handed DamageBonus + 1
* Damage Bonuses are always rounded down (ie, 7.65 = 7).

(MEDIUM) IF WeaponDelay >= 28 AND <= 39
1.) DamageBonus = One Handed DamageBonus + (Level - 27) / 4

(SLOW) IF WeaponDelay >= 40 AND <= 42
1.) DamageBonus = One Handed DamageBonus + ((Level - 27) / 4) + 1

(VERY SLOW) IF WeaponDelay > 42
1.) DamageBonus = One Handed DamageBonus + ((Level - 27) / 4) + (WeaponDelay - 34) / 3
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  #3  
Old 07-23-2012, 03:23 PM
Rogean Rogean is offline
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Only the primary weapon gets a damage bonus.

Code: http://codepad.org/NjMM455H

Combat::TwoHandedDmgBonus is currently set to:
2 on Blue
0 on Red
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  #4  
Old 07-24-2012, 10:37 AM
orsk orsk is offline
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Ok so im dyslexic (used spell check) I am not sure what to make of what you posted treats although im sure it makes sense i have big issues with math. But i have Oggok Cleaver hitting NPC for 35 dmg with a 44/60 dmg bonus:45 confirmed on multiple mobs

so shouldnt the lowest be 37 dmg according to that VERY SLOW wep numbers? Im not possitve.
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  #5  
Old 07-24-2012, 04:53 PM
Treats Treats is offline
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Posts: 978
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Kanras must of found better info on the damage bonuses.

The quote I posted was just from an archived page of Monkly-Business from early in 2001 I think, cant find the link I had to it.

With the code that Rogean posted damage bonus on the Oggok Cleaver would be:

Quote:
// Sep. 19, 2000 until Oct. 8, 2001, delay adjustments.
else if (RuleI(Combat,TwoHandedDmgBonus) == 2)
{
if (Weapon->Delay <= 27)
return (GetLevel() - 22) / 3; // Just 1h bonus + 1.

int32 base;
if (GetLevel() > 50)
base = ((GetLevel() - 7) / 3);

else
base = ((GetLevel() - 25) / 2);

if (Weapon->Delay <= 39)
return base;
else if (Weapon->Delay <= 42)
return base + 1;
else if (Weapon->Delay <= 44)
return base + 3;
else
return base + (Weapon->Delay - 31)/3;

}
(59 - 7) / 3 = 17.333

17 + ((60 - 31) / 3) = 26

Damage Bonus should be 26 if I did it right. Kanras could tell you the right answer for sure.

After damage bonus then you need to figure out the floor of the weapon to calculate the minimum hit.

MIN_HIT = DMG_BONUS + MAX(FLOOR((WPN_DMG+5)/10),1)

Min = 26 + ((44 + 5) / 10)

I get 30 but I must be doing something wrong.

Kanras put in a lot of work on Melee awhile ago, whatever it is now I'm sure it's probably correct.
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