I have some problems with damage in BoA. After a1 and a2 where you just pick the one with higher dmg i am stuck with strange weapon damage scaling.

How is dmg counted with +x-y/lvl? Weapon description says that it means adding x-y per level of melee and strength. That means:

a) (str+ mel)*(dmg)

or

higher of str, mel *(dmg) ?

After all is iron great sword 2-14+(1-7)/lvl or blessed long sword 5-30+(1-6)/lvl better? When my str and mel are low second is better but what when str is 10 and mel is 11?

**0**

# Weapon damage in BoA

Started by
Skladzien
, Sep 06 2013 06:50 AM

1 reply to this topic

Posted 06 September 2013 - 06:50 AM #1 Weapon damage in BoA

*"Never fear shadows, for shadows only mean there is a light shining somewhere near by."*

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Posted 06 September 2013 - 08:47 AM #2 Weapon damage in BoA

You're on the right track. Sometimes it pays off to pull out a dusty calculator and punch the numbers through.

For example, 2 - 14 + (1 - 7 per lvl str/dmg), using strength as a factor, it would progress as such:

(Keep in mind, having 30 Str or 30 Melee, is the same, that's why it's good to balance them.)

Str =

dmg = 2 - 14 + 10 - 70 =

Str =

dmg = 2 - 14 + 20 - 140 =

Str =

dmg = 2 - 14 + 30 - 210 =

this is what i've always assumed. Then you just compare it with another weapon:

Str =

dmg = 5 - 30 + 10 - 60 =

Str =

dmg = 5 - 30 + 20 - 120 =

Str =

dmg = 5 - 30 + 30 - 180 =

So there you have it! It tends to be better to have the great sword for damage sake. Although! You should know that a shield has the highest chance of blocking damage other than your armour. In the documentation you can read that Armour has a 90% chance of blocking some damage. So if it says 1 - 10, I assume it means it will block 1 - 10 damage 90% of the time. Shields however have a 80% chance to block damage. So with a shield you end up blocking a lot of damage.

The rest are:

pants = 25%

helm = 35%

gloves = 30%

boots = 30%

cloak = 40%

So keep in mind, especially as a melee unit, you tend to receive more hits than you give out, so it pays off to be covered head to toe with as much armour as possible.

As a side note, I did calculate that you could do 32 - 324 dmg, but I think because of the way it's done (rolling a bunch of dice) you may find that the dmg will average somewhere from 120 - 230 or close to. Even though in theory you could hit a low 32, I think because of how the chance thingo works, you have a 0.01% chance of getting 32, as much as you have a 0.01% chance of getting 324. But the big % hits in the middle somewhere. Not entirely sure how it works, someone might have it figured out though.

Hope I was of some help, good luck!

For example, 2 - 14 + (1 - 7 per lvl str/dmg), using strength as a factor, it would progress as such:

(Keep in mind, having 30 Str or 30 Melee, is the same, that's why it's good to balance them.)

Str =

**10**dmg = 2 - 14 + 10 - 70 =

**12 - 84**Str =

**20**dmg = 2 - 14 + 20 - 140 =

**22 - 154**Str =

**30**dmg = 2 - 14 + 30 - 210 =

**32 - 324**this is what i've always assumed. Then you just compare it with another weapon:

Str =

**10**dmg = 5 - 30 + 10 - 60 =

**15 - 90**Str =

**20**dmg = 5 - 30 + 20 - 120 =

**25 - 150**Str =

**30**dmg = 5 - 30 + 30 - 180 =

**35 - 210**So there you have it! It tends to be better to have the great sword for damage sake. Although! You should know that a shield has the highest chance of blocking damage other than your armour. In the documentation you can read that Armour has a 90% chance of blocking some damage. So if it says 1 - 10, I assume it means it will block 1 - 10 damage 90% of the time. Shields however have a 80% chance to block damage. So with a shield you end up blocking a lot of damage.

The rest are:

pants = 25%

helm = 35%

gloves = 30%

boots = 30%

cloak = 40%

So keep in mind, especially as a melee unit, you tend to receive more hits than you give out, so it pays off to be covered head to toe with as much armour as possible.

As a side note, I did calculate that you could do 32 - 324 dmg, but I think because of the way it's done (rolling a bunch of dice) you may find that the dmg will average somewhere from 120 - 230 or close to. Even though in theory you could hit a low 32, I think because of how the chance thingo works, you have a 0.01% chance of getting 32, as much as you have a 0.01% chance of getting 324. But the big % hits in the middle somewhere. Not entirely sure how it works, someone might have it figured out though.

Hope I was of some help, good luck!

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