## FANDOM

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### 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 gives us a multiplier of *1.5 at the cost of an additive penalty of -10 to accuracy.

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%

```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
```

```Chance to Hit = (100 + Attacker Value - Defender Value) / 100
```

Therefore:

```Chance to Hit = (100 + 71.75 - 90.875) / 100 = 0.80875
```

Now, we have to add our damage modifiers:

For the additive multiplier, the formula is as follows:

```Additive Multiplier = 1 + Total Additive Damage
```

```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
```
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