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170 - Attack Rating, Weapon Damage and Special Attacks
Posted: Wed Feb 14, 2024 12:16 pm
by Auct
Discuss the Article 'Attack Rating, Weapon Damage and Special Attacks' on this thread -- To view this article, please
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Posted: Wed Feb 14, 2024 12:16 pm
by Auct
Brawl
Weapon Damage/Stun Template:
Code: Select all
Brawl Skill Min Max Crit Stun Item
1 1 2 3 10% for 3 seconds https://auno.org/ao/db.php?id=70292
1000 100 500 500 20% for 3 seconds https://auno.org/ao/db.php?id=70293
1001 101 501 501 20% for 3 seconds https://auno.org/ao/db.php?id=211401
2000 170 850 600 20% for 3 seconds https://auno.org/ao/db.php?id=211402
2001 171 851 601 20% for 4 seconds https://auno.org/ao/db.php?id=211403
3000 235 1145 725 20% for 4 seconds https://auno.org/ao/db.php?id=211404
Each 2 brawl skill represents 1 QL step
Attack skill: 100% Brawl
Defence skill: 100% Evade Close
Cooldown is 15 seconds and does not change with skill.
Re: 170 - Attack Rating, Weapon Damage and Special Attacks
Posted: Fri Oct 18, 2024 1:05 pm
by KelticDanor
This was from a month or two a go but recently a bunch of us re-assessed the skill cool down math and found it was incorrect due to rounding and other factors.
The correct math is as follows:
Aimed Shot: floor(($rechargeTime x 40) - ($aimedshotSkill x 3 / 100) + $attackTime)
Note the floor() and the + Attack time.
Burst: floor(($rechargeTime x 20) + ($burstCycle / 100) - ($burstSkill / 25) + $attackTime)
$burstCycle = 1000 if not set
Note against floor() and Attack time, see Replica Hellfury Assault Cannon and Customized IMI Desert Reet 1000 for items without a burst cycle value.
Full Auto: floor(($rechargeTime x 40) + ($fullautoCycle / 100) - ($fullautoSkill / 25) + $attackTime)
$fullautoCycle = 1000 if not set
Note the floor() and + Attack time, see Replica Hellfury Assault Cannon for items without a full auto cycle.
Fast Attack: floor(($attackTime x 16) - ($fastattackSkill / 100))
Fling Shot: floor(($attackTime x 16) - ($flingshotSkill / 100))
Note the floor()
If you would also like to record the cap math calculations they are straight forward as follows:
Hard caps
Aimed Shot: floor(10 + $attackTime)
Burst: floor(8 + $attackTime)
Full Auto: floor(10 + $attackTime)
Fast Attack: floor(5 + $attackTime)
Fling Shot: floor(5 + $attackTime)
Special mentions:
Sneak Attack: There is no known calculation for this at this time as it scales very poorly. Currently the best estimates are as follows:
Sneak Attack Hardcap = floor(38 + $attackTime)
Sneak Attack Reduction: floor($sneakattackSkill / 2000)
This is based on various tests, cooldown can be reduced to 39 seconds but no lower just based on the incredible skills required, the current guide is incorrect.
Backstab : There is no known calculation for this at this time, it scales fine but caps very high. Currently the best estimates are as follows:
Backstab Hardcap = floor(19 + $attackTime)
Backstab Reduction: Unknown but caps very quickly regardless.
This is based on various tests, cooldown can be reduced to 20 seconds but no lower, the current guide is incorrect.
I'll post most information on backstab when I get it but as you can imagine there isn't a lot of demand since there isn't a huge number of shades/advies using it at lower levels so the scaling isn't very important.