Page 1 of 1

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 click here.

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.