WS Base Damage = floor(( Weapon Base Damage + (Ammo Damage) + fSTR(2) + WSC ) * fTP)Originally Posted by Izzy
WS Damage = WS Base Damage * pDIF
Using this formula:
(floor(( Weapon Base Damage + fSTR + WSC ) * fTP)) * pDif
Constants are fTP and WBD
(floor(57 + fSTR + WSC) * 2.75) * pDif
Can be further extended with pDif = ((atk/defence) - lvldiff * 0.05)
So...
(floor(57 + fSTR + WSC) * 2.75) * ((atk/defence) - lvldiff * 0.05)
First we'll see how much DMG we can get though Weapon Base Damage
(floor(156.75 + (2.75 * .25 * STR) + (2.75 * .4 * MND + 2.75 * .4 * STR))) * pDif
(floor(156.75 + 0.6875 * STR + 1.1 * MND + 1.1 * STR) * pDif
(floor(156.75 + 1.7875s + 1.1m) * pDif
So with that we can assume each STR increase in turns gains 1.7875 DMG where is every MND increase is 1.1 DMG so it's a you'll require 3 MND for every 2 STR you put in (verrrrrry roughly but it's in the ballpark range of plausibility for gear choices)
With that being said, how much is actually needed for each increase in atk to match that of STR's DMG mod
Assuming 300 defence mob
157 * p = 1.7875
p = .011
A/300 = .011
A = 3.3 ATK increase per STR increase (roughly... since STR also affects pDif as well, but more or less at most it'll be a 3.5 increase per STR increase)
So... each atk is approximately has a 7ATK to 2 STR collation. However this collation is based purely on the defense of the mob, the lower the Defence the more higher ATK+ has an effect on Weapon Skill Damage.
So... with all that bullshit:
every 3 MND = 2 STR
and
every 7ATK = 2STR
(Note this is really rough numbers but since it's choosing over gear, this should be pretty much come as a valid rule for all gear choices if it's good for Rand or not)
Which is what I assumed after number crunching the back pieces.
However this is purely only WS damage wise. If anyone wishes to correct my math, please do so lol.
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