This includes the combat skills not including missile combat.
A player must be in melee range (adjacent tile) to use these skills.
DPS (Damage per second) = Melee Damage * Character's Attack Speed * Chance to hit (WC/AC)
The formula for calculating a character's damage is:
Melee Damage = (Character level - 1)/4 + Str damage bonus + (1 + combat skill level/9) + damage from each item
if((Player level - 1 /4) + Str damage bonus)<1, then = 1 (for very low level characters with very little Str)
Total Damage = Melee Damage / 2
This is due to each attack being randomly rolled from 1 - Melee Damage (e.g. 14 damage = random(1, 14))
For example, a level 20 character with level 10 one hand weapon skill and 20 Str using a steel long sword (dam 8) =
Character's melee damage = ((20 - 1)/4 + 3 + (1 + 10/9) + 8)/2 Character's melee damage = (4/4 + 3 + (1 + 1) + 8)/2 Character's melee damage = 7
Str stat points | Str Damage Bonus |
---|---|
1 | -2 |
2 | -2 |
3 | -1 |
4 | -1 |
5 | -1 |
6 | 0 |
7 | 0 |
8 | 0 |
9 | 0 |
10 | 0 |
11 | 0 |
12 | 1 |
13 | 1 |
14 | 1 |
15 | 2 |
16 | 2 |
17 | 2 |
18 | 3 |
19 | 3 |
20 | 3 |
21 | 4 |
22 | 4 |
23 | 5 |
24 | 5 |
25 | 6 |
26 | 6 |
27 | 7 |
28 | 8 |
29 | 10 |
30 | 15 |
No idea what the clone is?
Line 1211, living.c op->stats.dam = op->arch->clone.stats.dam;
A character's attack speed in combat is used to calculate the rate of attacks a player makes. It is based on the dex bonus and the total character load based on Carrying_load and total load being carried. The minimum weapon speed for a character is 0.05.
Characters Attack Speed (attacks per second) = ((1 + Dex Bonus) - (Weapon Speed / 20.0) + (Speed Bonus / 10.0) - ((Player's Current Carried Load/Player's Maximum Carry Capacity) x 0.2)) x 8.5 (server tick rate)
For example a weapon with weapon speed 8 on a character with 20 Dex and who carrying %50 of capacity load with no +speed =
Characters Attack Speed (attacks per second) = ((1 + 1.5) - (8 / 20.0) + (0 / 10.0) - ((0.5 x 0.2)) x 8.33 (server tick rate) Characters Attack Speed (attacks per second) = (2.5 - 0.4 + 0 - .1) x 8.33 (server tick rate) Characters Attack Speed (attacks per second) = 16.66
The improvement given by a players Dex to their attack speed (Dex bonus) is:
Dex stat points | Dex Bonus |
---|---|
1 | 0.6 |
2 | 0.7 |
3 | 0.7 |
4 | 0.8 |
5 | 0.8 |
6 | 0.8 |
7 | 0.9 |
8 | 0.9 |
9 | 0.9 |
10 | 0.95 |
11 | 1 |
12 | 1 |
13 | 1 |
14 | 1.05 |
15 | 1.1 |
16 | 1.1 |
17 | 1.2 |
18 | 1.3 |
19 | 1.4 |
20 | 1.5 |
21 | 1.6 |
22 | 1.8 |
23 | 2 |
24 | 2.2 |
25 | 2.4 |
26 | 2.6 |
27 | 2.8 |
28 | 3 |
29 | 3.5 |
30 | 4 |
Factoring these equations together we can derive weapon comparison table below (ignoring AC/WC). The columns represent a character at 10, 20 and 30 Dex respectively whilst for each item, the @ number represents the character level (and associated combat skill level) and Str. All characters have +10 to damage off weapon (Girdle of Damage).
Item | Weapon Dam | Weapon Speed | # of Hands | Character level and str | DPS@10 Dex | DPS@20 Dex | DPS@30 Dex |
---|---|---|---|---|---|---|---|
Club | 6 | 9 | 1 | @ Level 10 & 10 Str | 14 | 19 | 43 |
Club | 6 | 9 | 1 | @ Level 100 & 30 Str | 47 | 65 | 149 |
Club | 6 | 9 | 1 | @ Level 50 & 20 Str | 26 | 36 | 82 |
Sickle | 7 | 4 | 1 | @ Level 10 & 10 Str | 17 | 23 | 48 |
Sickle | 7 | 4 | 1 | @ Level 50 & 20 Str | 31 | 42 | 89 |
Sickle | 7 | 4 | 1 | @ Level 100 & 30 Str | 56 | 75 | 160 |
Broad Sword | 9 | 8 | 1 | @ Level 50 & 20 Str | 16 | 22 | 51 |
Broad Sword | 9 | 8 | 1 | @ Level 50 & 20 Str | 29 | 40 | 90 |
Broad Sword | 9 | 8 | 1 | @ Level 100 & 30 Str | 51 | 70 | 157 |
Long spear | 12 | 9 | 2 | @ Level 10 & 10 Str | 18 | 25 | 57 |
Long spear | 12 | 9 | 2 | @ Level 50 & 20 Str | 30 | 42 | 95 |
Long spear | 12 | 9 | 2 | @ Level 100 & 30 Str | 51 | 71 | 162 |
Two handed sword | 18 | 8 | 2 | @ Level 10 & 10 Str | 23 | 31 | 71 |
Two handed sword | 18 | 8 | 2 | @ Level 50 & 20 Str | 35 | 49 | 110 |
Two handed sword | 18 | 8 | 2 | @ Level 100 & 30 Str | 57 | 79 | 178 |
Bone Crusher | 50 | 15 | 2 | @ Level 10 & 10 Str | 35 | 52 | 132 |
Bone Crusher | 50 | 15 | 2 | @ Level 50 & 20 Str | 45 | 67 | 168 |
Bone Crusher | 50 | 15 | 2 | @ Level 100 & 30 Str | 61 | 92 | 230 |
Chance to hit = Player's WC/Opponents AC * constant