Mackerel wrote:EXAMPLE 4. Enchanting weapons to +5 damage
With dex=20 and Stabbing Skill=19
ShortBladeAdditionalDamage = (Dex * (StabbingSkill + 1))/10
ShortBladeAdditionalDamage = (20 * (19 + 1))/10 = 40
UndoubledBonus (sabre) = base (7) + enchantment (5) + bonus (40 -- oops, no, capped at 30) = 42
DoubledBonus (dagger) = base (4) + enchantment (5) + bonus (80 -- oops, no, capped at 30) = 39
Multiplier: short blades, StabbingSkill 13, works out to 2.9:
OverallDamageDagger: 2.9 x 39 = 113
OverallDamageSabre: 2.9 x 42 = 121
I didn't really clarify the math in my example to explain this:
Paroid wrote:Then the step down value is applied to this added damage by 10 every 10 with a cap of +30 damage.
What I meant by that was the game applies the step_down function to the bonus damage, capping it at 30. The stepping increment of this function is set to 10, and it starts at 10. It's a little hard to explain what this function does, but the game uses it everywhere where having a high number would be beneficial to the player.
Basically, the function divides your bonus above the stepping value by half. If your bonus is still too awesome (above the next stepping value) it does it again.
So, when say it steps down the bonus damage by 10 every 10 and caps it at thirty, that actually means you need +70 raw bonus damage to achieve the +30 bonus damage cap.
The first 10 bonus damage is unstepped. Above 10, it divides by half. Above 20, it divides by half again.
So 70 go through the stepping function as 10 + 20/2 + 40/4, for a total of 30.
Mackerel wrote:UndoubledBonus (sabre) = base (7) + enchantment (5) + bonus (40 -- oops, no, capped at 30) = 42
DoubledBonus (dagger) = base (4) + enchantment (5) + bonus (80 -- oops, no, capped at 30) = 39
Also, I feel the need to explain a little about damage randomization here. When a weapon description in game says 4 damage or 7 damage, that's really the base max damage of the weapon. When you have an enchantment bonus on a weapon, that bonus is actually randomly rolled and added to the base max damage. After all the modifiers have been applied, the max damage is randomized again to get your final actually attack damage. Which is then reduced by the randomly rolled value of the opponents AC.
Now, I need to explain that your max damage is boosted before the roll based on stats, weapon skill and fighting skill. This boost is a random multiplier based on your stats and skills. Weapon skill and fighting skill at 27 will on average multiply your damage output by 1.5 each. If you had great Chei boosts and had 39 strength and 39 dexterity on average your damage output will be multiplied by 1.5. Do note that the damage enchantment bonus of your weapon is not multiplied by any of these things, so as your character gets more awesome, the relative value of this bonus goes down.
The rule of thumb I use is, on average, a weapon does 1/2 it's listed base damage. On average, a damage enchantment bonus adds 1/4 of the enchantment to the damage output. On average, slaying damage bonuses add 1/2 their listed amount to your damage output.
Now, as a stealthy stabbity character, you probably don't have 27 fighting, 27 weapon skill, 39 strength and 39 dexterity. Also, after every multiplication your damage output is truncated to an integer, so you might not get any damage boost at all from fighting, weapon or stats.
Once you realize that damage is based on the randomized value of 3 different random rolls, you get a certain appreciation for the fact that the stabbing bonus is a nice solid constant value for every stab, and the damage multiplier for stabbing is similarly constant.