Example
Lets assume we're using the following equipment at level 150:
Weapon: Bloodzerker's Blazing Sword
Armor: Headless Horseman Shield: Chieftain's Ironthorn Misc: Blood Contract Pet: Dunamis Guest: Dunamis |
With the following stats:
STR: 250
DEX: 250 LUK: 250 |
Bloodzerker's Blazing Sword gives us an additive boost of +20% and a multiplier of *1.08
Bloodzerker's Blazing Sword applies the Balance Engine multiplier of *1/1.1
Headless Horseman gives us a multiplier of *1.25 due to the armor's lean.
Chieftain's Ironthorn used to give us a multiplier of *1.5 at the cost of an additive penalty of -10 to accuracy. (CIT was updated to boost STR instead.)
Blood Contract gives us a multiplier of *1.2.
Dunamis pet gives us an additive boost of +32.512%
Dunamis Guest gives us an additive boost of +48.768%
Bloodzerker's Blazing sword has a base of 16 and a rand of 32 at level 150.
Headless Horseman has a base and rand of 559% and stats bonus of 1110%.
Weapon Raw Power
First, lets calculate Normal Weapon Power:
Average Normal Weapon Base = (Weapon Base) * (Armor Base) + (Weapon Random) * (Armor Random) / 2 + (Stat Damage) * (Armor Stat) / 2
Therefore:
Average Normal Weapon Base = 16 * 5.59 + 32 * 5.59 / 2 + (250/8+250*3/80) * 11.1 / 2 = 404.34875
Accuracy
Now, lets calculate the weapon's average hit rate.
For this, we'll assume an enemy with:
Melee: 54
DEX: 250 LUK: 225 Fire Resistance: 120% |
Your accuracy is:
Attacker Value (weapon) = Weapon BTH + Armor BTH + Stat BTH + Additive BTH
Therefore:
Attacker Value (weapon) = 19 + 19 + 250*3/40 + 250*3/40 + 250/40 - 10 = 71.75
Since you're using CiT, you lose 10 BtH therefore.
And for the monster:
Defender Value = Blocking Defense + DEX/8 + LUK/40
Therefore:
Defender Value = 54 + 250/8 + 225/40 = 90.875
Finally, your accuracy is:
Chance to Hit = (100 + Attacker Value - Defender Value) / 100
Therefore:
Chance to Hit = (100 + 71.75 - 90.875) / 100 = 0.80875
Additive and Multipliers
Now, we have to add our damage modifiers:
For the additive multiplier, the formula is as follows:
Additive Multiplier = 1 + Total Additive Damage
In this case, when adding all additive sources:
Additive Multiplier = 1 + 0.2 + 0.32512 + 0.48768 = 2.0128
And for the multiplicative multiplier, the formula is:
Multiplicative Multiplier = Product of All Multiplicative Damage
And therefore, we get:
Multiplicative Multiplier = 1.08 * 1.25 * 1.5 * 1.2 * 1/1.1 = 2.209
So to calculate our damage, well use:
Weapon Average Damage = [(1 - Special Rate) * (Average Weapon Base) * (Weapon Hit Rate) + (Weapon Special Hit Rate) * (Special Rate) * (Average Weapon Special Base)] * (Additive Multiplier) * (Multiplicative Multiplier) * (Resistance)
We have no special, so the formula condenses to:
Weapon Average Damage = (Average Weapon Base) * (Weapon Hit Rate) * (Additive Multiplier) * (Multiplicative Multiplier) * (Resistance)
And gives us:
Weapon Average Damage = 404.34875 * 0.80875 * 2.0128 * 2.209 * 1.2 = 1744.8094