# Anybody bothered researching the actual ph-damage? (in General)

## SickoneSeptember 30 2008 12:45 AM EDT

I mean, by now, most of you know that the number you see listed near on a weapon is not even a linear indicator of actual damage capacity (for instance, ELB has an 6 while mageseeker a 5, but the damage of the ELB is not just 20% higher, it's closer to 40% higher).

Also, apparently, physical damage is linearly dependant on sqrt ( weapon x * minion strength / 20) which should make it relatiely easy to determine the base damages, however a significant randomness factor is involved in actual damage dealt (apparently actual damage can be as low as 30% of maximum damage, or thereabouts) making it much harder.
And of course, there's also the issue of AC which includes an extra bump (mathematically not a big deal, but still, it's there).

So, did anybody bother researching for some formula that would return actual weapon damage dealt (separate formula for ranged and melee, obviously) ?

## CubeSeptember 30 2008 12:46 AM EDT

I think someone did the Elb/Msker a while back and it was something like 60% increase on the Elb.

## PearsonTritonRaveshawSeptember 30 2008 2:30 AM EDT

I haven't tried it, no.

I might try it when I create my new NCB.

## Brakke Bres[Ow man]September 30 2008 6:33 AM EDT

Well that is rather hard to do, since you can't see the hidden 'damage' part of any weapon. Not sure if it is a equation or a number.

## SickoneSeptember 30 2008 7:12 AM EDT

It has to be some sort of equation based on the listed number and not just some hidden value, otherwise all the changes Jon makes to the "listed number" would be meaningless unless he also makes an adjustment to that supposed hidden number... but then again, he could just as well list that number instead.

So, yeah, there has to be some clear equation in place... one for ranged weapon damage (which differs in ranged and in melee, the ranged ranged damage is only 60% of melee ranged damage, but is affected by BG in ranged, while in melee is's not), the other for melee weapon damage (which only works in melee, obviously).

Also, wether the weapon has any "special abilities" is probably also a factor... but I'm not completely sure on that one.
It COULD be something as simple as, say, maxmeleedamage = 0.1 * base^2 * sqrt(x * ST/20) * 0.9 if weapon has a special ability... I mean, something of that form, not exactly that formula (coefficients might vary depending on other things, or there might be some hidden coefficients for certain classes of weapons, no idea).
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