Using new pdif damage equations:

Originally Posted by
Otherwiki
New Capping Method of Attack/Defense Ratio
Prior to August 2007, capping of damage multipliers was applied after level correction and pDIF calculation. This allowed Level Correction to be overridden by high enough Attack values, and obviously was not the developer's intention.
After the August 2007 update, the ratio of an attacker's Attack versus the defender's Defense, Ratio, is now capped for the purposes of damage calculation:
* Ratio is capped at 2.0 for one-handed melee weapons.
* Ratio is capped at 2.2 for two-handed melee weapons.
Level correction is then applied to find cRatio, upon which the multipliers to find pDIF work. This entails that Level Correction will always have an effect on damage output.
Ratio is capped at 2.2 for 2handers
BEFORE level correction.
=> level correction applied, -0.5 per level
=> this is your cRatio
cRatio is then plugged into the standard pdif formula,

Originally Posted by
otherwiki
Max pDIF has the following formulas:
Ratio Range Function Value
0 ≤ cRatio < 0.5 fMax(cRatio) = 0.4 + 1.2 x cRatio
0.5 ≤ cRatio ≤ 5/6 fMax(cRatio) = 1
5/6 < cRatio ≤ 2 fMax(cRatio) = 1.2 x cRatio
and Min pDIF has the following formulas:
Ratio Range Function Value
0 ≤ cRatio < 1.25 fMin(cRatio) = -0.5 + 1.2 x cRatio
if fMin < 0 → fMin = 0
1.25 ≤ cRatio ≤ 1.5 fMin(cRatio) = 1
1.5 < cRatio ≤ 2 fMin(cRatio) = -0.8 + 1.2 x cRatio
(there's a big problem with this which I've bolded: cap is apparently 2.2 for 2handers yet those formulae have bounds which do not include this. I'm going to make the broad assumption that they mean to extend that beyond 2 ... not that this matters for mobs above level 79).
=> and then final damage randomiser of 0~5%?
Criticals add 1 pDif with the following condition:
For melee attacks, a Critical Hit raises pDIF by 1.0, and is capped
before the final 1.00-1.05 randomizer at 3.0, resulting in an apparent cap of 3.15. This is the only functioning cap on pDIF, and only encountered on Critical Hits.
Now doing some quick and dirty excel work and making one or two broad assumptions,
http://i37.photobucket.com/albums/e5...icalDamage.png
Using 1/(old pdif) as the expression for the increase in damage. Blue box indicates areas where this effect is "dampened" since the Pdif goes on to cap at 3 (for instance, 2.64 => 3.64 doesn't work.. it goes to 3, so it only gets 0.36 of the 1 Pdif boost. The blue box expression is instead (3 - Pdif_Max)/Pdif_Max).
Average is making a big assumption in that it's just averaging the two % increases in damage... this is assuming the pdif function selects numbers evenly throughout its range which is again an assumption.
Now I get the feeling I've done something completely wrong and going up the wrong track, but it seems that the per-hit increase in damage from a critical is much higher than your figure of 35%, favouring RR even more. Please could you point out if I've done something horrendously wrong?
Note: these figures are for when your Attack is
capped; don't take them out of context!