Varnarok

Class damage potential

A quick overview of each class' base damage potential

CALCULATING DAMAGE

When calculating your damage, your class’ potential is in part determined by the base factor of the weapon type it is using.

The full sequence of formulas for calculating your character’s damage is as follows:

First, your weapon’s damage statistic dependency (“STAT”):

What statistic is relevant to your weapon can be found in the “Weapon damage stat dependencies” resource.

If Dexterity: STAT = [DEXTERITY / 2]

If Strength: STAT = [STRENGTH / 2]

If Dexterity & Strength: STAT = [([STRENGTH / 2] + [DEXTERITY / 2]) / 2]

Next is the enemy’s armour which is going to be hit (“ENEMY ARMOUR”):

ENEMY ARMOUR* = (20 + (item AF + (Spec AF bonus / 5) + (ToA AF / 5))
* item quality * item condition)
/ (1 - item absorb)

*Note that base AF buffs are ignored since in almost all situations their effects are negligible

Next up is your damage modifier “(“DAMAGE MODIFIER”), look for the relevant damage table factor below:

DAMAGE MODIFIER = Level * Damage Table Factor / 10
* (1 + 0.01 * STAT)
* (0.9 + 0.1 * MAX(1, strength relic owned number))
* (0.75 + 0.5 * MIN(enemy level + 1, spec - 1) / (enemy level + 1) + 0.01
* RANDOM(50)) / ENEMY ARMOUR
* (1 - enemy buffed absorb)
* (1 - enemy resistance)

RANDOM(50) can be any number between 0 and 50, chosen at random each swing.

DAMAGE MODIFIER is capped at 3 and cannot be higher.

Next up is the formula for calculating DPS (“DPS”):

If your character is wielding a two-handed weapon of any kind, you gain a bonus (“TWO-HAND BONUS”):

TWO-HAND BONUS = 1.10 + 0.005 * spec

If you are wielding one or two one-handed weapons, then the TWO-HAND BONUS is simply 1.00

DPS = [[[[[weapon dps * weapon speed * 10]
* (0.94 + weapon speed * 0.03)]
* (1 + 0.01 * mythical dps)]
* TWO-HAND BONUS]
* (1 + 0.01 * ToA melee damage] / 10

Next is calculating your weapon’s swing speed (“SWING SPEED”):

SWING SPEED = [[[weapon speed * 100 * (1 – (MIN(250, quickness) – 50) / 500)]
* (1 – haste – celerity)]
* (1 – ToA melee speed)] / 100

SWING SPEED cannot be lower than 1.5.

Your base damage when not using Combat Styles is calculated simply (“BASE DAMAGE”):

BASE DAMAGE = DAMAGE MODIFIER * DPS

When using a Combat Style, your damage is calculated as follows (“STYLE DAMAGE”):

STYLE DAMAGE = (style base + (spec - style level) * style growth)
* SWING SPEED
* DAMAGE MODIFIER / 10 + BASE DAMAGE
* ToA style bonus

Style base, level and growth can be found by delving a Combat Style in-game.

Finally, your total damage is calculated simple (“TOTAL DAMAGE”):

TOTAL DAMAGE = BASE DAMAGE + STYLE DAMAGE

DAMAGE TABLE

FACTOR 5

Factor 5
ClassWeapon(s)
AnimistBlades, Blunt, Piercing
BainsheeBlades, Blunt, Piercing
BardPiercing
BonedancerAxe, Hammer, Sword
CabalistSlash, Crush, Thrust
ClericSlash, Thrust
DruidPiercing
EldritchBlades, Blunt, Piercing
EnchanterBlades, Blunt, Piercing
FriarSlash, Thrust
HealerAxe
HereticSlash, Thrust
HunterHammer
InfiltratorCrush
MentalistBlades, Blunt, Piercing
MinstrelCrush
NecromancerSlash, Crush, Thrust
NightshadeBlunt
OccultistCrush, Thrust
RangerBlunt
ShadowbladeHammer
ShamanAxe
SorcererSlash, Crush, Thrust
SpiritmasterAxe, Hammer, Sword
TheurgistSlash, Crush, Thrust
ValewalkerBlades, Blunt, Piercing
ValkyrieAxe, Hammer
VampiirBlades, Blunt
WardenPiercing
WarlockAxe, Hammer, Sword
WizardSlash, Crush, Thrust

FACTOR 12

Factor 12
ClassWeapon(s)
WizardStaff

FACTOR 14

Factor 14
ClassWeapon(s)
AnimistStaff
BainsheeStaff
BonedancerStaff
CabalistStaff
EldritchStaff
EnchanterStaff
MentalistStaff
OccultistStaff
RunemasterStaff
SorcererStaff
SpiritmasterStaff
TheurgistStaff
WarlockStaff

FACTOR 16

Factor 16
ClassWeapon(s)
ClericCrush, Staff
DruidBlades, Blunt, Staff
RangerStaff
ShadowbladeStaff
WardenStaff

FACTOR 18

Factor 18
ClassWeapon(s)
BardBlades, Blunt, Staff
BlademasterShortbow
FriarCrush
HereticCrush, Staff
HeroShortbow
HunterStaff
InfiltratorSlash, Thrust, Staff, Crossbow
MinstrelSlash, Thrust, Staff
NightshadeBlades, Piercing, Staff
RangerBlades, Piercing
ScoutCrush, Staff
ShadowbladeAxe, Sword, Thrown
ShamanHammer, Sword, Staff
ThaneAxe, Sword
ValkyrieSword
WardenBlades, Blunt, Shortbow

FACTOR 19

Factor 19
ClassWeapon(s)
ChampionBlades, Blunt, Piercing, Large Weapons
HunterAxe, Sword, Spear
PaladinCrush, Slash, Thrust, Two-Handed
ReaverCrush, Slash, Thrust, Flexible
ScoutSlash, Thrust
SkaldAxe, Hammer, Sword
ThaneHammer
ValkyrieSpear

FACTOR 20

Factor 20
ClassWeapon(s)
BlademasterStaff
ChampionStaff
FriarQuarterstaff
HereticFlexible
HeroStaff
MaulerFist Wraps, Mauler Staff
MercenaryShortbow
PaladinStaff
ReaverStaff
SavageAxe, Hammer, Sword, Hand-to-Hand
ThaneStaff
ValewalkerStaff
ValkyrieStaff
VampiirStaff

FACTOR 21

Factor 21
ClassWeapon(s)
OccultistSlash
ValewalkerScythe

FACTOR 22

Factor 22
ClassWeapon(s)
ArmsmanCrush, Slash, Thrust, Two-Handed, Polearm, Crossbow, Staff
BerserkerAxe, Hammer, Sword, Thrown, Staff
BlademasterBlades, Blunt, Piercing
HeroBlades, Blunt, Piercing, Large Weapons, Celtic Spear
HunterArchery
MercenaryCrush, Slash, Thrust, Staff
RangerArchery
SavageStaff
ScoutArchery
VampiirPiercing
WarriorThrown, Staff

FACTOR 23

Factor 23
ClassWeapon(s)
WarriorAxe, Hammer, Sword

EXTRA

The chance to hit each armor part is:

Source: https://www.darkageofcamelot.com/2017/10/20/friday-grab-bag-20102017/
Head10%
Body40%
Arms15%
Hands5%
Legs25%
Feet5%

When calculating total armor factor, two formulas are involved (“ARMOR LEVEL”) (“ARMOR ABSORB”):

ARMOR LEVEL

ARMOR LEVEL = Body item level * chance to hit body
+ Legs item level * chance to hit legs
+ Arms item level * chance to hit arms
+ Head item level * chance to hit head
+ Feet item level * chance to hit feet
+ Hands item level * chance to hit hands

ARMOR ABSORB

ARMOR ABSORB = body absorb * chance to hit body
+ legs absorb * chance to hit legs
+ arms absorb * chance to hit arms
+ head absorb * chance to hit head
+ feet absorb * chance to hit feet
+ hands absorb * chance to hit hands

Finally, total armor factory is calculated simply (“ARMOR FACTOR”):

ARMOR FACTOR = 10 * ARMOR LEVEL * (1 + ARMOR ABSORB)

~7-8 Armor Factor translates to roughly 1% Absorption (1% reduced melee damage taken)

Banespike will increase damage by:

DPS * 1.15

All 21 in Resources

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