Weapon Stats
Level Scaling the Baseline DPS
All weapons start with the same baseline DPS, scaled by player level, before making adjustments based on attributes of each weapon type. For a common MMO DPS power curve, we'll use:
- 2.5 for a baseline DPS
- 1.05 as a Scaling Factor (5% increase per level)
Level 60 Example
Weapon DPS Multipliers
Quality Multiplier
Players typically earn higher quality weapons through increasingly difficult fights. The greater the quality, the higher the damage. The weapon quality multiplier is chosen based on its quality tier: Common, Uncommon, Rare, Epic (see reference below).
A Level 60 rare sword with a level scaled 46.7 DPS would be adjusted as:
| Quality Tier | Gear Preset Name | Multiplier | Rationale |
|---|---|---|---|
| Common (White) | Unused | 0.8× | Starter gear |
| Uncommon (Green) | Leveling | 1.0× | Standard baseline for leveling |
| Rare (Blue) | Dungeon Ready | 1.25× | Higher quality dungeon rewards |
| Epic (Purple) | Elite | 1.5× | Highest quality gear |
| N/A | Max | 2.0× | Simulation max before game-breaking |
Handedness Multiplier
If a weapon is two handed, like a Greatsword or Warhammer, increase the damage output by 1.3×, offsetting the additional swing time that larger weapons require. A one handed weapon is default, a 1.0× multiplier, no adjustment.
If the above rare sword were two-handed:
Speed
Weapon speed is also known as the attack interval, how many seconds between each swing. Multiplying your Weapon DPS (damage per second) by speed (swing interval in seconds) you determine your average swing damage.
If our Level 60 Rare Sword with 58.4 DPS has a speed of 2.4, our average swing damage is:
Variance
Variance introduces an RNG element into each swing. It is a percentage of adjustment in the positive and negative from the average swing damage which establishes a min and max damage. That variance is also indicative of the size of the weapon. Small weapons have very low variance, usually doing a consistent amount of damage. Larger weapons, like a sword or an axe, have greater variance, the damage is not always consistent and can be "spiky".
Our sword with a variance of 20% would have the following min/max:
Dual Wielding
Dual Wielding is technically a pre-fight condition, but the adjustment for dual wielding only occurs in active combat after the weapon's swing damage is calculated. Swing damage is reduced by 50% for an offhand swing penalty. See how it's applied in Weapon Damage Calculation in Combat.
Weapon Types
| Weapon Type | Size | Hands | Speed | Variance | D.R. L60 Min | D.R. L60 Max |
|---|---|---|---|---|---|---|
| Claw | Small | 1 | 1.4s | 0.08 | 65.4 | 98.1 |
| Dagger | Small | 1 | 1.6s | 0.1 | 74.8 | 112.1 |
| Sword | Med | 1 | 2.4s | 0.2 | 112.2 | 168.2 |
| Axe | Med | 1 | 2.6s | 0.25 | 121.5 | 182.2 |
| Mace | Med | 1 | 2.8s | 0.3 | 130.8 | 196.2 |
| Recurve Bow | Med | 2 | 2.5s | 0.2 | 116.8 | 175.2 |
| Heavy Crossbow | Med | 2 | 3.2s | 0.35 | 149.5 | 224.3 |
| Spear | Long | 1 | 3.0s | 0.35 | 140.2 | 210.2 |
| Polearm | Long | 2 | 3.2s | 0.4 | 149.5 | 224.3 |
| Greatsword | Large | 2 | 3.4s | 0.25 | 158.8 | 238.3 |
| Greataxe | Massive | 2 | 3.6s | 0.45 | 168.2 | 252.3 |
| Warhammer | Massive | 2 | 3.8s | 0.5 | 177.5 | 266.3 |
Weapon Calculation Summary
| Step | Calculation | Calculation Logic |
|---|---|---|
| 1 | Level Scaling | Scale baseline Weapon DPS (2.5) by 5% each level |
| 2 | Weapon Rarity | Apply weapon rarity modifier to DPS, e.g. 1.25× for a Rare weapon |
| 3 | Handedness | Apply 1.3× to DPS if weapon is 2-handed |
| 4 | Avg. Swing Damage | Multiply adjusted Weapon DPS by weapon's speed |
| 5 | Min and Max Damage | Apply variance modifier to swing damage in the negative (1 − Var%) to determine min damage, and positive (1 + Var%) for max damage |
Weapon Damage Calculation in Combat
Now that we have a complete weapon profile scaled to the player's level, we can apply this in an active combat calculation.
White Damage Attack Roll Table
The final weapon damage done by each swing is referred to as white damage. The first step in determining the swing outcome is effectively with a 100 sided dice roll. The ranges are variable based on position, player and boss stats, and level difference as follows:
| Outcome | Bracket Width | Roll Threshold | Threshold Value Key |
|---|---|---|---|
| Miss | Miss%ΔL | R < T₁ | T₁ = Miss%ΔL e.g. 9% for Boss (ΔL +3) |
| Dodge | Dodge%target | T₁ ≤ R < T₂ | T₂ = T₁ + Dodge%target |
| Parry | Parry%target | T₂ ≤ R < T₃ | T₃ = T₂ + Parry%target |
| Glancing | 40% (fixed, melee only) | T₃ ≤ R < T₄ | T₄ = T₃ + 40 |
| Critical | Crit%player | T₄ ≤ R < T₅ | T₅ = T₄ + Crit%player |
| Standard | Remaining Balance | T₅ ≤ R ≤ 100 | — |
White Damage Attack Sample Reference
Level 60 Dungeon Ready Tank with a Dungeon Ready (15%) Shield fighting a Level +3 Boss
| Outcome | Bracket Width | Roll Threshold |
|---|---|---|
| Miss | 9% Friction | R < 9 |
| Dodge | 6.5% Friction | 9 ≤ R < 15.5 |
| Parry | 6.5% Friction (if in front) | 15.5 ≤ R < 22 |
| Glancing | 40% Friction | 22 ≤ R < 62 |
| Critical | 10% Gear | 62 ≤ R < 72 |
| Standard | 28% Remaining | 72 ≤ R ≤ 100 |
White Damage Calculation Sequence
If the roll succeeds with a Glance, Crit, or Standard strike, we move forward to the damage calculation sequence.
| Step | Calculation | Calculation Logic |
|---|---|---|
| 1 | Swing Damage RNG | Random number between the weapon's min and max damage |
| 2 | Swing Damage AP Bonus | Multiply Character's AP Bonus DPS (AP ÷ 14) by weapon speed |
| 3 | Full Swing Damage | Swing Damage RNG + Swing Damage AP Bonus |
| 4 | Dual Wielding | If calculating offhand weapon, reduce full swing damage by 50% |
| 5 | Glance Penalty | If Glance, apply the 0.7× glance penalty modifier |
| 6 | Critical Hit | If Critical Hit, apply 2.0× crit bonus modifier |
White Damage Example Calculation
Level 60 Dungeon Ready Melee DPS
Attack Power (AP): 300 AP Bonus DPS: 300 ÷ 14 = 21.43 DPS DPS Rotation Modifier: 2.0×
Main-Hand Weapon: Dungeon Ready Sword — Speed: 2.4s, Min: 112.2, Max: 168.2
Off-Hand Weapon: Dungeon Ready Dagger — Speed: 1.6s, Min: 74.8, Max: 112.1
Swing Damage RNG: 135 (random value between 112.2 and 168.2)
Swing Damage AP Bonus: (300 ÷ 14) × 2.4 = 21.43 × 2.4 = 51.43 Damage
Full Swing Damage: 135 + 51.43 = 186.43 Damage
Swing Damage RNG: 90 (random value between 74.8 and 112.1)
Swing Damage AP Bonus: (300 ÷ 14) × 1.6 = 21.43 × 1.6 = 34.29 Damage
Full Swing Damage: 90 + 34.29 = 124.29 Damage
Off-Hand Penalty: 124.29 × 0.50 = 62.14 Damage
Yellow Damage
The Tank/DPS players also actively spam buttons to trigger abilities, typically several on a rotation. We'll call this active ability throughput yellow damage. Because these are "manual" actions, we'll rely on the Gambit system to define the conditions of triggering the ability, most commonly the GCD:
IF GCD <= 0 THEN Use [Ability]
Rather than track and calculate hundreds of different abilities and stats, we'll apply throughput abstraction to account for yellow damage, simply by applying a rotation multiplier to the white damage (determined using the white damage calculation sequence above). This multiplier represents the density of the archetype's ability rotation, where each point of auto-attack damage is augmented by a corresponding value of ability-based damage.
See .
We'll baseline the ability interval as though it were instant cast, using 1.5s GCD.
Yellow Damage Attack Table
Yellow damage attacks (abilities) don't ever have a Glance penalty, as they either land or they don't, giving us a modified version of the White Damage Attack Table.
| Outcome | Bracket Width | Roll Threshold | Threshold Value Key |
|---|---|---|---|
| Miss | Miss%ΔL | R < T₁ | T₁ = Miss%ΔL |
| Dodge | Dodge%target | T₁ ≤ R < T₂ | T₂ = T₁ + Dodge%target |
| Parry | Parry%target | T₂ ≤ R < T₃ | T₃ = T₂ + Parry%target |
| Critical | Crit%player | T₃ ≤ R < T₄ | T₄ = T₃ + Crit%player |
| Standard | Remaining Balance | T₄ ≤ R ≤ 100 | — |
Yellow Damage Attack Sample Reference
Level 60 Dungeon Ready Tank with a Dungeon Ready (15%) Shield fighting a Level +3 Boss
| Outcome | Bracket Width | Roll Threshold |
|---|---|---|
| Miss | 9% | R < 9 |
| Dodge | 6.5% | 9 ≤ R < 15.5 |
| Parry | 6.5% (if in front) | 15.5 ≤ R < 22 |
| Critical | 10% | 22 ≤ R < 32 |
| Standard | 68% Remaining | 32 ≤ R ≤ 100 |
Yellow Damage Example Calculation
Continuing with same profile from the White Damage Calculation above.
Swing Damage RNG: 150 (random between 112.2 and 168.2)
Swing Damage AP Bonus: (300 ÷ 14) × 2.4 = 21.43 × 2.4 = 51.43
Weapon Damage Base: 150 + 51.43 = 201.43 Damage
Rotation Modifier: 201.43 × 2.0 = 402.86 Damage
White and Yellow Damage Intervals
White Damage occurs through auto-attacks landing at intervals determined by the weapon speed. Whether the player is stunned, running, or spamming abilities, the moment the weapon speed timer hits zero (e.g., every 2.6 seconds), a White swing automatically fires and resets.
Yellow Damage abilities do not interrupt or delay the White Damage swing clock. They are fired instantly in the spaces between auto-attacks on their own timer, with a fixed cooldown of 1.5s (the GCD).