I posted this here on accident but I guess I'll just leave it here for posterity's sake unless a mod corrects me.
Discobird wrote...
C * (AVERAGE(W, W * R) + 0.375 * X * Y ) + O - A
C is the critical hit/backstab modifier,
W is the weapon's base damage,
R is the weapon's damage range multiplier. The game randomizes your weapon's damage between W and W * R. For daggers and longswords, R is 1.5; for axes it's 1.4. For example, a dagger with a listed base damage of 6.4 will actually do between 6.4 and 1.5 * 6.4 = 9.6 damage. Thus the expected weapon damage will be AVERAGE(W, W * R).
X is the attribute modifier (e.g. 1.10 for axes, 0.425 for daggers),
Y is the number of relevant attribute points above 10 in each relevant attribute.
O is all other sources of bonus damage, and
C defaults to 1.5 but can be raised up to 3.5 by gear. (Thanks gorboth for pointing out that the cap is 3.5, not 2!)
Why is the bonus damage from attributes multiplied by 0.375? Because, when dual-wielding, the game randomizes your attribute damage bonus to between 25-50% of its list value before throwing it in the damage calcs. This is one source of random variation in damage output. Thus your expected attribute damage bonus will be only 37.5% of its list value. (For every other weapon style besides dual-wielding, the random factor is between 50-75% of list value.)
Here is a list of all the sources of bonus damage that I accounted for (everything that goes into O):
* Exploit Weakness, which adds an expected (0.52/3) * (cunning-10) bonus damage to each backstab. Thanks Twenynge for correcting me on this (I'd prevoiusly thought it was 0.2 * (cunning-10)).
* Tainted Blood, which adds 5 + 0.2 * (cunning-10) bonus damage
* Bonus damage from gear, including runes and bonus damage on offhand weapons (offhand bonuses seem to contribute to mainhand attacks)
* Bonus damage from levelling (for rogues this is 0.2 damage per level)
The equation for max damage simply floors or maximizes all the variable factors just to see if 250 damage is possible. So the attribute mod randomization factor of 25-50% will be 50%, the average weapon damage will just be the maximum weapon damage, and target armor will be assumed to be 0. Are these realistic expectations? I think so. You will need to get lucky on the first two and the last one can be virtually guranteed on the right targets with the right buffs, telekenetic weapons double counts for dual wielding and armor penetration caps at 41 which is not hard to do at all.
So this leaves: C * (W * R + .5 * x * Y) +0
Now we know that runes and weapon enchants like flaming weapons don't count in the damage but are added seperately in the display so I'm going to assume they don't count for heavy hitter either. Physical bonus damage from talents and mods, however, does appear to get added into the single weapon damage number so those bonus damage sources I will also count.
I'm going to assume level 25 human rogue with every possible point spent on cunning. This isn't exactly realistic since it would require forgoing momentum and dual weapon expert however we're trying to max a single strike here, not DPS.
So, assuming absolute max cunning,stacking +cunning gear for a song of courage and tainted blood prebuffs,two bards in party at 90 cunning each, and the following gear:
Head: Helm of Honnleath
Gloves: Red Jenny Seekers
Body: Warden Commander Armor (possible with tier 3 armor and extreme str gear stacking) (requires DLC)
Belt: Guildmaster's Belt (requires DLC)
Amulet: Nothing helps!
Ring: Dusk Ring
Ring: The Wicked Oath (requires DLC)
Main Hand: The Vishialle
Off Hand: The Rose's Thorn
We have the following inputs in our equation above
C = 2.15
W = 9.6
R=1.4
X=1.1
Y=102
O=70.3
Total damage would be 2.3*(9.6*1.4 + .5*1.1*102)+70.3 = 230.24
This does not include mark of death or shale's aura since I don't have values for how much damage each of those sources actually adds. If they add 20 or more damage combined than a player could, if they were very very lucky and completely gimped their entire build to do so, dual wield and hit 250 damage. I do not believe these two buffs add 20 damage combined, however.
Modifié par tetracycloide, 23 janvier 2010 - 03:45 .