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[WU] What are the parry/damage rates for weapons?

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would be interested in knowing so i can do a spotlight youtube video about different weapons. I know the wiki has some information but i want the correct information.

 

 

thank you.

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9 minutes ago, Cornchips said:

why would the wiki be wrong on something like weapons

or anything else, right?

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Base damage values as pulled from code.

List isn't exhaustive as my method was lazy.

90 damage: Steel spear

80 damage: Staff of the office, black claw, royal sceptre, Hammer of Magranon, Sceptre of Ascension

70 damage: Long bow, two-handed sword, halberd, large maul, Sword of Magranon

60 damage: Medium bow, huge axe, maul

50 damage: Wooden spear, shod club, short bow, campfire

45 damage: Steel staff

40 damage: Scythe, longsword, Staff of Land

35 damage: Wooden staff, belaying pin, gemstaffs

30 damage: Medium axe, pickaxe, sickle, small maul

25 damage: Shaft

20 damage: Saw, hammer, mallet, small axe, stone chisel, frying pan, sauce pan, cauldron, Whip of One, steel glove, plank, stone chisel, tree stump, christmas tree, leggat

10 damage: Hatchet, shortsword, log, rake, hand mirror, spike barrier, siege shield

3 damage: Crude pickaxe, crude axe, branch

2 damage: Shovel, crude shovel,

1 damage: Butchering knife, carving knife, awl, scissors, crude shaft, sacrificial knife, crude knife

 

These values don't translate exactly to damage, as the combat system uses multipliers

  public static double getWeaponDamage(Item weapon, Skill attStrength)
  {
    if ((weapon.isBodyPart()) && (weapon.getAuxData() != 100)) {
      try
      {
        float base = Server.getInstance().getCreature(weapon.getOwnerId()).getCombatDamage(weapon);
        
        return base + Server.rand.nextFloat() * base * 2.0F;
      }
      catch (NoSuchCreatureException nsc)
      {
        logger.log(Level.WARNING, "Could not find Creature owner of weapon: " + weapon + " due to " + nsc.getMessage(), 
          nsc);
      }
      catch (NoSuchPlayerException nsp)
      {
        logger.log(Level.WARNING, "Could not find Player owner of weapon: " + weapon + " due to " + nsp.getMessage(), 
          nsp);
      }
    }
    float base = 6.0F;
    if (weapon.isWeaponSword()) {
      base = 24.0F;
    } else if (weapon.isWeaponAxe()) {
      base = 30.0F;
    } else if (weapon.isWeaponPierce()) {
      base = 12.0F;
    } else if (weapon.isWeaponSlash()) {
      base = 18.0F;
    } else if (weapon.isWeaponCrush()) {
      base = 36.0F;
    } else if ((weapon.isBodyPart()) && (weapon.getAuxData() == 100)) {
      base = 6.0F;
    }
    if (weapon.isWood()) {
      base *= 0.1F;
    } else if (weapon.isTool()) {
      base *= 0.3F;
    }
    base = (float)(base * (1.0D + attStrength.getKnowledge(0.0D) / 100.0D));
    
    float randomizer = (50.0F + Server.rand.nextFloat() * 50.0F) / 100.0F;
    
    return base + randomizer * base * 4.0F * (weapon.getQualityLevel() * weapon.getDamagePercent()) / 10000.0D;
  }
  

enjoy working with that bit.

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14 minutes ago, Stanlee said:

Whip of One

 

Wait whats Whip of One? Iv asked this before and nobody answered my question >.<

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No idea. With the lack of references in the code to any other whips or whipping, I'd guess it's not implemented.

 

Or a testing item.

 

Or something so rolf can whip his testers into shape.

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Wait, huge axes don't actually do the most damage? My life is a lie.

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Eh that's just base values.

 

As already mentioned, Wurm uses a huge number of force multipliers. So what is the "best" weapon can change depending on the situation and circumstances.

 

Overall, huge axes can be crafted relatively easily in mass numbers, hence why they are popular, especially when ganking stuff along with tanks.

 

Although, steel spears showing up as higher in the base values is interesting.

 

EDIT: Also whips?! omg why don't we have more whips?!

 

And campfires? Awesome.

Edited by Klaa
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I used the combat log results from Aldur's Wurm Assistant and my parry numbers range widely from 0% to 100% because of glances and evades. Without someone locating the code to see the order in which the rolls a are made for defense, it could be hard to really tell. Going through and watching and noting stamina and terrain, they also play a factor into the combat. When I look at the glances and parries, however, glances are slightly higher than parries but they are about split equally overall. In individual fights, depending on terrain, footing, and stamina, they were widely different however - as in they got through and landed a hit a lot and I didn't glance or parry (butt kicked twice there LOL). 

 

In short, there are a lot of factors going into you being hit or missed which greatly affects your parries. I think pinning down an exact number for a weapon would be academic at best. 

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On 12/8/2015 at 0:42 AM, griper said:

I have to make a steel spear now and try it out.

 

It sounds like it has a high base damage in part because it is severely penalized for not being a Sword / Axe / Crush weapon. It's just a "Pierce" weapon which is maybe half as good as a sword. Looks like it is just above a Longsword, except it is 2H so no shield. Spear probably also has a longer range/reach in its favor.  I'd actually be curious to see how Steel Staff compares to Steel Spear. Though at that point you maybe are better off with a maul. 

 

if (weapon.isWeaponSword()) {
      base = 24.0F;
    } else if (weapon.isWeaponAxe()) {
      base = 30.0F;
    } else if (weapon.isWeaponPierce()) {
      base = 12.0F;

    } else if (weapon.isWeaponSlash()) {
      base = 18.0F;
    } else if (weapon.isWeaponCrush()) {
      base = 36.0F;
 

 

For instance, a plain wood Shaft has 2.5X  higher base than a shortword -- but I bet the shortsword does more damage as Sword gets high bonus 24 v 6)  and Wood gets high penalties (similar to TOOLS)

 

Edited by Brash_Endeavors
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Yeah, i would love to see the code for parry rates for these weapons. not too sure who or how one would glean that information

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