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weapon normalization?Follow

#1 Dec 20 2006 at 4:48 PM Rating: Decent
ive been gone for about a year and a half, getting back into this game after xmas and just been trying to read up on all the changes since i quit (a friggin lot) One thing i dont understand is this weapon normalization thing they did a while back. Ive read a few explinations of it but i just dont get it, does this mean that the weapons speed doesn't matter at all anymore since they're all set based on weapon type now? Im pretty confused

#2 Dec 20 2006 at 4:52 PM Rating: Good
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Copy and pasted from a thread I posted in this morning:

KTurner wrote:
The amount of damage a weapon does is a function of it's speed, or weapon delay.

Prior to weapon normalization the weapon delay was equal to the dealy on your actual weapon. Now 2H axe = 3 sec, 2H sword = 2.8 sec, 1h sword = 2 sec, etc. (those numbers are only examples, i dont recall what the real numbers are.)

Since actual weapon damage is directly related to the weapon delay, you can see that prior to normalization a weapon with a 3.8 delay vs a weapon with a 2.8 delay would be better just based on that.

Used to be you wanted a slow slow weapon with a large delay, and large min-max damage, which went hand in hand.

Now you want a weapon with large min-max damage but the difference isnt as big as it used to be.

havent had coffee yet, sorry if that's been said or is unclear

edit: I'd like to add it is a very very common misconception that with weapon normalization only DPS matters. I hear it all the time, but it just isnt true. As long as they have instant attacks that add X amount to weapon damage, the min-max damage range will be a factor.

Edited, Dec 20th 2006 7:29am by KTurner
#3 Dec 20 2006 at 4:56 PM Rating: Decent
umm what? maybe i dont even understand how it used to work back in the day. how is a slower weapon better than a faster weapon

and like i said i dont really get that concept.. if they changed it where every weapon has the same speed based on its type then what the hells the ponit of the speed actually listed on the weapon? Or do weapons not have any speed listed on them at all anymore?
#4 Dec 20 2006 at 5:43 PM Rating: Good
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kenshindono wrote:
umm what? maybe i dont even understand how it used to work back in the day. how is a slower weapon better than a faster weapon

and like i said i dont really get that concept.. if they changed it where every weapon has the same speed based on its type then what the hells the ponit of the speed actually listed on the weapon? Or do weapons not have any speed listed on them at all anymore?


Ok let me try to explain it. This will be the simplest way I can explain it though without just saying "higher average damage is still better, just not as much".

Lets compare two GM weapons. Longsword and Swiftblade.

Longsword gives you the following:

Avg damage: 172.5
DPS: 59.5
Delay: 2.9 seconds

Swiftblade gives you the following:

Avg damage: 107
DPS: 59.4
Delay: 1.8 seconds

Now, lets take a player with 1000 AP (you can find this number in your character menu) and see how much white damage he does:

Formula for white damage is [(AP/14)*Weapon Delay+Weapon Dmg]

1000/14 = 71.4

Longsword: 71.4*2.9+172.5=379 damage per hit. Divide that by the weapon delay you get a 130.5 actual DPS.

Swiftblade: 71.4*1.8+107=235 damage per hit, or 130.5 actual dps.

So you can see how weapon delay matters in the formula but ultimately DPS is the same for both weapons with standard autoattack damage.

Where it really matters is in special instant abilities like Sinister Strike, Mortal Strike, Overpower etc.

Lets use sinister strike rank 8 (SS) for our example, though it all works the same.


BEFORE NORMALIZATION:

71.4*2.9+172.5+68=447 SS damage on longsword

71.4*1.8+107+68=303 SS damage on swiftblade

AFTER NORMALIZATION:

1H normalized weapon speed = 2.4 seconds.

71.4*2.4+172.5+68=411 SS damage on longsword

71.4*2.4+107+68=346 SS damage on swiftblade

So as you can see, weapon normalization buffed faster weapons, nerfed slower weapons but the slower weapons are still preferable for the instant attacks.


edit: And weapon normalization only applies to certain abilities. The weapons displayed speed is still used to calculate autoattack damage.


Edited, Dec 20th 2006 2:54pm by KTurner
#5 Dec 20 2006 at 5:50 PM Rating: Decent
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instant attacks (like sinister strike, mortal strike and others) are based on weapon DAMAGE. this value is the min/max damage listed. they do not depend on dps, speed or anything else.

so an ability reading "does weapon damage +100" goes by the min/max damage (random between those two values), then adds 100. after this, mitigation through your enemy's armor is calculated and that number pops up above the opponents head.

now, the value calculated above is a bit more complicated because it takes into account attack power (ap).

OLD formula:
min/max damage + ap/14 * [weapon speed]

with reasonably high ap, low-dps weapons would outperform faster weapons with significantly higher dps (like barman shanker (2.0 delay) being better than many epics).

so it was changed to this (current):

min/max damage + ap/14 * [normalised value]

[normalised value] is a set value for each weapon type. this brings damage output from weapons with different speeds in line with each other, because slow weapons don't get a ridiculously big ap bonus.
for dagger: 1.7
for 1h weapon: 2.4
for 2h weapon: 3.3
(sources vary a bit on these numbers. some state 1.8, 2.6 and 3.4; the numbers above are from patch notes 1.8, so i'll go with them).

edit: dammit KT, you were quicker :-D
at least you have 2 versions now, so you should be able to piece it together =)

Edited, Dec 20th 2006 11:57pm by Turicus
#6 Dec 20 2006 at 6:21 PM Rating: Decent
ok..thnx guys, so that makes a hell of a lot more sense to me. the key seems to be "edit: And weapon normalization only applies to certain abilities. The weapons displayed speed is still used to calculate autoattack damage"

i thought it was universal to everything, which was confusing the hell outa me, it seems speed is still important for regular auto attack

so basically for regular auto attack dmg the speed actually still matters, its only when you get into skills and stuff that the new normilzed numbers kick in. right? I never new that weapon speed was factored into dmg at all for skills and the like, i thought the skills just used the dmg rating


couple follow up questions related to this.. so AP actually effects how much dmg you take? I thought it just effected the chance to actually get hit. Does it do both?

also i think i found that weapon post mentioned earlier and something from it confused me

"Let's say I have a two-handed sword that does 17.5 damage per second but the speed is 3.6 sec AND a two-handed ax that does 19.5 damage per second but the speed is 2.6 sec. The max damage per swing is 30 points higher with the sword, but it's slower. SO I assume the two-handed ax is better but when I use the sword I seem to get more max hits that are way above the stated range."

umm.. how does the sword have a higher max dmg per swing when the dps and speed are both better on the axe? theres also another post further down with this odd selection

"(in the case of picking, say, a 52.3dps with 3.8 speed and 74.5dps with 2.9 speed, I would go with the 74.5dps. But, in the case of 52.3dps with 3.8 and a 54.6dps with 2.8 speed, I would take the 52.3)."

why would you take a lower dps thats slower over a higher dps thats faster? is there some other factor im missing?

and finally... KT used avg dmg as an example, but turicas mentions its a random number between the min/max.. that makes sense for regular auto attacks but what do skills do, do they take max dmg, an average, or roll it like a regular swing and take whatever number that is

Edited, Dec 20th 2006 6:28pm by kenshindono
#7 Dec 20 2006 at 6:28 PM Rating: Good
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kenshindono wrote:
ok..thnx guys, so that makes a hell of a lot more sense to me. the key seems to be "edit: And weapon normalization only applies to certain abilities. The weapons displayed speed is still used to calculate autoattack damage"

i thought it was universal to everything, which was confusing the hell outa me, it seems speed is still important for regular auto attack

so basically for regular auto attack dmg the speed actually still matters, its only when you get into skills and stuff that the new normilzed numbers kick in. right? I never new that weapon speed was factored into dmg at all for skills and the like, i thought the skills just used the dmg rating


couple follow up questions related to this.. so AP actually effects how much dmg you take? I thought it just effected the chance to actually get hit. Does it do both?

also i think i found that weapon post mentioned earlier and something from it confused me

"Let's say I have a two-handed sword that does 17.5 damage per second but the speed is 3.6 sec AND a two-handed ax that does 19.5 damage per second but the speed is 2.6 sec. The max damage per swing is 30 points higher with the sword, but it's slower. SO I assume the two-handed ax is better but when I use the sword I seem to get more max hits that are way above the stated range."

umm.. how does the sword have a higher max dmg per swing when the dps and speed are both better on the axe? theres also another post further down with this odd selection

"(in the case of picking, say, a 52.3dps with 3.8 speed and 74.5dps with 2.9 speed, I would go with the 74.5dps. But, in the case of 52.3dps with 3.8 and a 54.6dps with 2.8 speed, I would take the 52.3)."

why would you take a lower dps thats slower over a higher dps thats faster? is there some other factor im missing?

and finally... KT used avg dmg as an example, but turicas mentions its a random number between the min/max.. that makes sense for regular auto attacks but what do skills do, do they take max dmg, an average, or roll it like a regular swing and take whatever number that is

Edited, Dec 20th 2006 6:28pm by kenshindono


1) AP only effects how much damage you deal.

2) In both those cases you would only take the slower weapon for the increased damage it does with the special attacks and thusly increasing your overall DPS, which includes special abilities and such. So yeah you lose 2 DPS off of autoattack, but maybe gain 5 DPS when you consider the special abilities giving you a net gain of 3 overall DPS.

3) Skills also use a random number. It is safe to use Avg Damage since over the course of maybe 10,000 swings you would see an avg damage similiar to what i put on those weapons and its an easier number to actual calculate with.

Edited, Dec 20th 2006 3:34pm by KTurner
#8 Dec 20 2006 at 6:34 PM Rating: Decent
1) hu then what effects your chances of being hit, just your agility stat?

2) well that doesn't really make sense, I thought the whole point of normilization was to stop that? wouldn't the speed multiplier be the same for both the weapons if theyre the same type, so the dmg from specials would only take into account the dmg from the weapon

3) cool
#9 Dec 20 2006 at 6:49 PM Rating: Good
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kenshindono wrote:
1) hu then what effects your chances of being hit, just your agility stat?

2) well that doesn't really make sense, I thought the whole point of normilization was to stop that? wouldn't the speed multiplier be the same for both the weapons if theyre the same type, so the dmg from specials would only take into account the dmg from the weapon

3) cool


1) are we talking about chance of getting hit, or chance of hitting your opponent?

I believe that is still based off of weapon skill level compared to opponent defense level but they have messed with those mechanics lately.

2) Let me do the math then.

17.5 DPS axe does 63 Avg damage.

19.5 DPS sword does 51 Avg damage.

Im going to use Sinister Strike rank 8 again, i know you cant use SS with 2h :P


71.4*3.3+63+68 = 366.62

71.4*3.3+51+68 = 354.62

so you get bigger instant attacks with the slower weapon still since its base damage is higher.
#10 Dec 20 2006 at 7:13 PM Rating: Decent
1) either one really, what effects the chances of you being hit or your attacks landing on your target... they're ******** with that as well eh?

2) hrm the part thats confusing me i guess is the DPS rating. i thought that meant damage per second and that was it. I thought that already factored in the weapon speed but it seems you get the average dmg by taking the DPS and then multiplying that by the attack speed.. which just seems weird to me, since in that example the higher dps faster weapon would already have swung once and be on the next attack by the time the lower dps weapon did its first swing.

clarification on one thing though, the 19.5dps sword beats the 17.4 dps axe in regular dmg output through auto attack right?


#11 Dec 20 2006 at 7:33 PM Rating: Good
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kenshindono wrote:
1) either one really, what effects the chances of you being hit or your attacks landing on your target... they're ******** with that as well eh?

2) hrm the part thats confusing me i guess is the DPS rating. i thought that meant damage per second and that was it. I thought that already factored in the weapon speed but it seems you get the average dmg by taking the DPS and then multiplying that by the attack speed.. which just seems weird to me, since in that example the higher dps faster weapon would already have swung once and be on the next attack by the time the lower dps weapon did its first swing.

clarification on one thing though, the 19.5dps sword beats the 17.4 dps axe in regular dmg output through auto attack right?


The DPS you see on the weapon itself is completely unmodified base DPS.

It doesnt include AP.

The 19.5 dps weapon does more damage than the 17.4 dps weapon through regular autoattack yes.
#12 Dec 20 2006 at 7:57 PM Rating: Decent
that clears a lot of stuff up

one last question, on another board someone metnioned that not all special attacks have been normalized though, he says some like hemorage still use the old formula... is this true? if so how do you know what moves use the old formula and what used the new normalized special move formula?
#13 Dec 20 2006 at 8:08 PM Rating: Good
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Youd have to look at all the old patch notes to see what got normalized. I dont think hemo was one of them though im not certain.
#14 Dec 20 2006 at 10:04 PM Rating: Decent
wow thats a pain in the butt, when i re register maybe i'll just ask on the class forums im sure they know whats normalized and what isn't.. but initial looking at the patch notes it seems like moves that say cause weapon dmg + something are all normalized

one thing i just remembered, where do fist weapons fall in on the speed side? i didn't see them mentioned at all. are they just the same as daggers? or swords? or their own thing?

Edited, Dec 20th 2006 10:16pm by kenshindono
#15 Dec 20 2006 at 10:19 PM Rating: Decent
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kenshindono wrote:
wow thats a pain in the butt, when i re register maybe i'll just ask on the class forums im sure they know whats normalized and what isn't.. but initial looking at the patch notes it seems like moves that say cause weapon dmg + something are all normalized

one thing i just remembered, where do fist weapons fall in on the speed side? i didn't see them mentioned at all. are they just the same as daggers? or swords? or their own thing?

Edited, Dec 20th 2006 10:16pm by kenshindono


Fist weapons are normalized at 2.4 seconds as are all other 1h weapons besides daggers. Daggers are 1.7 sec normalized, 2h weapons are 3.3 sec. The normalization occured in patch 1.8 if you want to look it up for yourself. For rogues sinister strike, backstab, ambush, and mutilate are normalized. Hemo, ghostly strike, and riposte are not normalized.
#16 Dec 20 2006 at 11:20 PM Rating: Decent
ah ok they count as 1h weapons.

the patch notes dont list everything yet though it seems because i think theres some hunter stuff later and i ddont see mutilate listed there even though you say its normalized

i'll just have to ask on the racial boards when i resubscribe later this month which skills are nomalized and which aren't.. i really dont get whey they didn't just do it to ALL instant attack skills, that just makes it confusing
#17 Dec 21 2006 at 10:01 AM Rating: Default
I really am struggling to follow any of that....therefore please can I ask -

If one were only using regular / auto attack, it presumably wouldn't make a bit of difference if you had a slower and heavier hitting weapon or a faster and less heavy hitting weapon ?

But if one is using instant attacks that add (say) 100 damage to the damage your weapon does you are still better off with the heavier hitting, slower weapon ? Because your potential to make a big instant hit is greater ?

Or am I way off base ?
#18 Dec 21 2006 at 10:16 AM Rating: Decent
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Whitestile wrote:
I really am struggling to follow any of that....therefore please can I ask -

If one were only using regular / auto attack, it presumably wouldn't make a bit of difference if you had a slower and heavier hitting weapon or a faster and less heavy hitting weapon ?

But if one is using instant attacks that add (say) 100 damage to the damage your weapon does you are still better off with the heavier hitting, slower weapon ? Because your potential to make a big instant hit is greater ?

Or am I way off base ?


For the most part you are right.

If you have 2 weapons with similar DPS but much different speed, I would choose the slower one for the effect from the instant attacks in most cases, like in my example with the longsword and swiftblade.

There are exceptions.

Fast weapons are generally more desirable for Off-hand use and tanking. Since the instant attack abilites use your mainhand's weapon, the off hand doesnt need to be slow. Rogues and Fury warriors like fast off-hands to proc any special abilities likely tied to their build/class. (ie poisons and flurry etc).
#19 Dec 21 2006 at 4:08 PM Rating: Decent
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most has been said by kt and others.

let me add that ap only improves your dps (autoattack and special attacks). it does nothing for your chance to hit or chance to be hit.

your chance to hit depends on your weapon skill vs enemy defence skill (for mobs = level*5). you can further improve it with items and talents.

the chance to be hit depends on agi (for dodge), defense skill (miss, dodge, block, parry) and talents (parry, block, dodge).

the amount of armor (and in the future resilience) reduces the size of a hit/crit you receive.
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