Trying for a simple explanation, but it's going to run a bit long:
Each hit of your weaponskill uses the base calculated damage.
The first hit of your weaponskill is also multiplied by the fTP value. For certain special weaponskills (eg: Stardiver, Resolution, a few more), -all- hits are multiplied by the fTP value.
It's common to refer to the total of all the hits by a combined fTP value (such as what was done above with CdC). This is merely a shorthand reference value, and I'd suggest avoiding it until you understand what it's a shorthand for and why it's used.
Calculated base damage is based on: weapon damage (and ammo, if it's a ranged weapon), fStr and WSC.
Weapon damage is easy enough (just look at the description), though you need to account for skill if using H2H, and occasional latent effects.
fStr is based on the difference between Str and the target's Vit, but is not equal to that. It's approximately 1/4 of that (or 1/2 if using a ranged weapon), with limits based on the weapon rank. The weapon rank is floor(weapon damage / 9). The fStr limit is [-weapon rank] to [weapon rank + 8].
WSC is a value that players have figured out, and you have to look it up for each weaponskill. The alpha value is an additional bit of scaling that changes with player level. If you're level 80 or higher, alpha is 0.85. So, a 100% WSC (fully merited Stardiver or whatever) is [Str * 100% * 0.85]. CdC is [Dex * 60% * 0.85].
So, a level 90 Almace has a weapon damage value of 61.
Its weapon rank is floor(61/9) = floor(6.7778) == 6
Its fStr is thus constrained to be between -6 and +14
~ I'll use an arbitrary value of +10 fStr for this example.
WSC is 60% of dex. Assuming 179 dex used during the weaponskill, final WSC value is:
floor(179 * 60%) = floor(107.4) == 107
floor(107 * 0.85) = floor(90.95) == 90
Total calculated base damage is thus: 61 + 10 + 90 = 161
Now you go back and look at how fTP affects things. An fTP of 2.25 means the first hit is multiplied by 2.25, while any remaining hits stay at the calculated base damage. (Note: gorgets get added in here, but I'm not using any for this example.)
First hit: floor(161 * 2.25) = floor(362.25) == 362
Additional hits: 161
You then look at your pDif (which may be modified by being a crit). pDif is based on cRatio; cRatio is based on Ratio; Ratio is your attack divided by the target's defense.
Attack of 600 vs defense of 500
Ratio = 600 / 500 = 1.2
[Can't be higher than 2.0 for a 1-handed weapon; can't be higher than 2.25 for a 2-handed weapon]
For every level above you the target is, reduce Ratio by 0.05 in order to get cRatio
Example target is level 103 (ie: 4 levels higher than you)
cRatio = Ratio - (4 * 0.05) = 1.2 - (4 * 0.05) = 1.2 - 0.2 = 1.0
If it's a crit, you then add 1.0 to this value.
Normal: 1.0
Crit: 2.0
pDif is quite complicated, so I won't get into the details here. For now we can assume that your pDif will approximately average out to the value of your cRatio.
pDif ~= 1.0, or 2.0 if it's a crit (for this example)
Here's a thumbnail picture (click for full size view) to show the general range that pDif can fall in based on wRatio (where wRatio is either cRatio, or cRatio+1 if the value is a crit):
It includes test data and prediction plots, which is why it looks a little messy.
Final damage:
First hit: 362, or 724 (362 * 2.0) if it's a crit
Additional hits: 161, or 322 if any are crits
[Aside: if the hit is a crit, also factor in any +crit damage effects; not going to get into that here.]
With one main hit and two additional hits (ignoring offhand), you have an average damage total between [362 + 161 + 161] = 684, and [724 + 322 + 322] = 1368, depending on how many hits managed to crit.
That largely covers the process of figuring out weaponskill damage, and should be sufficient for most basic needs.

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