Weapon Types
| Weapon Type | Size | Hands | Speed | Variance | D.R. L60 Min | D.R. L60 Max |
|---|---|---|---|---|---|---|
| Claw | Small | 1 | 1.4s | 0.08 | 65.4 | 98.1 |
| Dagger | Small | 1 | 1.6s | 0.1 | 74.8 | 112.1 |
| Sword | Med | 1 | 2.4s | 0.2 | 112.2 | 168.2 |
| Axe | Med | 1 | 2.6s | 0.25 | 121.5 | 182.2 |
| Mace | Med | 1 | 2.8s | 0.3 | 130.8 | 196.2 |
| Recurve Bow | Med | 2 | 2.5s | 0.2 | 116.8 | 175.2 |
| Heavy Crossbow | Med | 2 | 3.2s | 0.35 | 149.5 | 224.3 |
| Spear | Long | 1 | 3.0s | 0.35 | 140.2 | 210.2 |
| Polearm | Long | 2 | 3.2s | 0.4 | 149.5 | 224.3 |
| Greatsword | Large | 2 | 3.4s | 0.25 | 158.8 | 238.3 |
| Greataxe | Massive | 2 | 3.6s | 0.45 | 168.2 | 252.3 |
| Warhammer | Massive | 2 | 3.8s | 0.5 | 177.5 | 266.3 |
Calculating Weapon DPS
Baseline DPS and Level Scaling
All weapons start with the same baseline DPS, scaled by player level, before making adjustments based on attributes of each weapon type. For a common MMO DPS power curve, we'll use:
- 2.5 DPS as the baseline DPS for ALL weapons
- 1.05 as a Scaling Factor (5% increase per level)
Level 60 Example
Weapon DPS Multipliers
Quality Multiplier
Players typically earn higher quality weapons through increasingly difficult fights. The greater the quality, the higher the damage. The weapon quality multiplier is chosen based on its quality tier: Common, Uncommon, Rare, Epic (see reference below).
A Level 60 rare sword with a level scaled 46.7 DPS would be adjusted as:
| Quality Tier | Gear Preset Name | Multiplier | Rationale |
|---|---|---|---|
| Common (White) | Unused | 0.8× | Starter gear |
| Uncommon (Green) | Leveling | 1.0× | Standard baseline for leveling |
| Rare (Blue) | Dungeon Ready | 1.25× | Higher quality dungeon rewards |
| Epic (Purple) | Elite | 1.5× | Highest quality gear |
| N/A | Max | 2.0× | Simulation max before game-breaking |
Handedness Multiplier
If a weapon is two handed, like a Greatsword or Warhammer, increase the damage output by 1.3×, offsetting the additional swing time that larger weapons require. A one handed weapon is default, a 1.0× multiplier, no adjustment.
If the above rare sword were two-handed:
Speed
Weapon speed, also known as the attack interval, is how many seconds between each swing. Multiplying your Weapon DPS (damage per second) by speed (swing interval in seconds) you determine your average swing damage.
If our Level 60 Rare Sword with 58.4 DPS has a speed of 2.4, our average swing damage is:
Variance
Variance introduces an RNG element into each swing. It is a percentage of adjustment in the positive and negative from the average swing damage which establishes a min and max damage. That variance is also indicative of the size of the weapon. Small weapons have very low variance, usually doing a consistent amount of damage. Larger weapons, like a sword or an axe, have greater variance, the damage is not always consistent and can be "spiky".
Now our sword with a variance of 20% would have the following min/max:
Dual Wielding
Dual Wielding is technically a pre-fight condition, but the adjustment for dual wielding only occurs in active combat after the weapon's swing damage is calculated. Swing damage is reduced by 50% for an offhand swing penalty. See how it's applied in White Damage.
Weapon Calculation Summary
| Step | Calculation | Calculation Logic |
|---|---|---|
| 1 | Level Scaling | Scale baseline Weapon DPS (2.5) by 5% each level |
| 2 | Weapon Rarity | Apply weapon rarity modifier to DPS, e.g. 1.25× for a Rare weapon |
| 3 | Handedness | Apply 1.3× to DPS if weapon is 2-handed |
| 4 | Avg. Swing Damage | Multiply adjusted Weapon DPS by weapon's speed |
| 5 | Min and Max Damage | Apply variance modifier to swing damage in the negative (1 − Var%) to determine min damage, and positive (1 + Var%) for max damage |
White Damage
Now that we have a complete weapon profile scaled to the player's level and adjusted by type and quality, we can apply this in an active combat calculation. The final weapon damage done by each swing is referred to as white damage.
White Damage Attack Roll Table
The first step in determining the swing outcome is essentially a 100-sided dice roll. The ranges are variable based on position, player and boss stats, and level difference as follows:
| Outcome | Bracket Width | Roll Threshold | Threshold Value Key |
|---|---|---|---|
| Miss | Miss%ΔL | R < T₁ | T₁ = Miss%ΔL e.g. 9% for Boss (ΔL +3) |
| Dodge | Dodge%target | T₁ ≤ R < T₂ | T₂ = T₁ + Dodge%target |
| Parry | Parry%target | T₂ ≤ R < T₃ | T₃ = T₂ + Parry%target |
| Glancing1 | 40% (fixed) | T₃ ≤ R < T₄ | T₄ = T₃ + 40 |
| Critical | Crit%player | T₄ ≤ R < T₅ | T₅ = T₄ + Crit%player |
| Standard | Remaining Balance | T₅ ≤ R ≤ 100 | — |
1 Glancing blows apply to melee auto-attacks only. Ranged physical attacks (bow, crossbow) do not glance. Spell damage has its own friction mechanic (spell resist) handled separately.
White Damage Attack Sample Reference
Level 60 Dungeon Ready Tank with a Dungeon Ready (15%) Shield fighting a Level +3 Boss
| Outcome | Bracket Width | Roll Threshold |
|---|---|---|
| Miss | 9% Friction | R < 9 |
| Dodge | 6.5% Friction | 9 ≤ R < 15.5 |
| Parry | 6.5% Friction (if in front) | 15.5 ≤ R < 22 |
| Glancing | 40% Friction | 22 ≤ R < 62 |
| Critical | 10% Gear | 62 ≤ R < 72 |
| Standard | 28% Remaining | 72 ≤ R ≤ 100 |
White Damage Calculation Sequence
If the roll succeeds with a Glance, Crit, or Standard strike, we move forward to the damage calculation sequence.
| Step | Calculation | Calculation Logic |
|---|---|---|
| 1 | Swing Damage RNG | Random number between the weapon's min and max damage |
| 2 | Swing Damage AP Bonus | Multiply Character's AP Bonus DPS (AP ÷ 14) by weapon speed |
| 3 | Full Swing Damage | Swing Damage RNG + Swing Damage AP Bonus |
| 4 | Dual Wielding | If calculating offhand weapon, reduce full swing damage by 50% |
| 5 | Glance Penalty | If Glance, apply the 0.7× glance penalty modifier |
| 6 | Critical Hit | If Critical Hit, apply 2.0× crit bonus modifier |
White Damage Example Calculation
We'll use a dungeon-ready DPS Melee archetype to illustrate a more complex calculation, having to take into account the additional swing for dual wielding as well as the chance for a partial glancing blow in the attack roll table.
Attack Power (AP): 300 (dungeon ready gear adjusted value)
AP Bonus DPS: 300 ÷ 14 = 21.43 DPS
Rotation Modifier: 2.0×
Main-Hand Weapon: Dungeon Ready Sword
Base Speed: 2.4s
Tempo Adjusted: 2.4 × 0.90 = 2.16s
Min: 112.2 Max: 168.2
Off-Hand Weapon: Dungeon Ready Dagger
Base Speed: 1.6s
Tempo Adjusted: 1.6 × 0.90 = 1.44s
Min: 74.8 Max: 112.1
The AP Bonus adds flat damage to every swing, scaled by weapon speed. This represents the contribution of raw Attack Power to each individual hit:
AP Swing Bonus: (300 ÷ 14) × 2.4 = 21.43 × 2.4 = 51.43 DamageCombined with a random roll from the weapon's damage range:
Full Swing Damage: 135Random + 51.43AP Bonus = 186.43 DamageMain-Hand Attack Roll Outcomes
| Outcome | Multiplier | Damage |
|---|---|---|
| Standard Hit | 1.0× | 186.43 |
| Glancing Blow | 0.7× | 130.5 |
| Critical Hit | 2.0× | 372.86 |
Main-Hand DPS (tempo adjusted)
Dividing by the tempo-adjusted swing speed gives us the effective DPS contribution of the main hand:
Main-Hand DPS: 186.43 ÷ 2.16 = 86.3 DPSCompare this to DPS without tempo adjustment: 186.43 ÷ 2.4 = 77.7 DPS — tempo provides an 11.1% DPS increase on the main hand alone.
The AP Bonus scales to the offhand weapon speed, and the 50% offhand penalty is applied to the full swing damage:
AP Swing Bonus: (300 ÷ 14) × 1.6 = 21.43 × 1.6 = 34.29 Damage Full Swing Damage: 90Random + 34.29AP Bonus = 124.29 Damage Offhand Penalty: 124.29 × 0.50 = 62.14 DamageOff-Hand Attack Roll Outcomes
| Outcome | Multiplier | Damage |
|---|---|---|
| Standard Hit | 1.0× | 62.14 |
| Glancing Blow | 0.7× | 43.50 |
| Critical Hit | 2.0× | 124.28 |
Off-Hand DPS (tempo adjusted)
Again, using our tempo-adjusted swing speed to give us the effective DPS contribution of the off hand:
Off-Hand DPS: 62.14 ÷ 1.44 = 43.2 DPSCompare this to DPS without tempo adjustment: 62.14 ÷ 1.6 = 38.8 DPS — same 11.1% gain from tempo.
Without tempo adjustment this would be 77.7 + 38.8 = 116.5 DPS. The Tempo stat converts a gear bonus into a sustained DPS increase by reducing the swing interval while preserving full per-hit damage, making it one of the most efficient stats for white damage throughput.
Yellow Damage
The Tank/DPS players also actively spam buttons to trigger abilities, typically several on a rotation. We'll call this active ability throughput yellow damage. Because these are "manual" actions, we'll rely on the Gambit system to define the conditions of triggering the ability, most commonly the GCD:
IF GCD <= 0 THEN Use [Ability]
Rather than track and calculate hundreds of different abilities and stats, we'll apply throughput abstraction to account for yellow damage via a rotation modifier, a single value representing how much ability damage a class generates relative to a standard main-hand swing.
See .
Key differences from white damage:
- Abilities only fire from the main hand — no offhand contribution
- The attack table has no Glancing Blow — abilities either land or they don't, similar to Spells (remember that Spells are also a type of yellow damage)
- Abilities fire on the GCD timer (1.5s base), not the weapon speed timer
- White and yellow timers are completely independent — abilities never delay auto-attacks
Yellow Damage Attack Table
| Outcome | Bracket Width | Roll Threshold | Threshold Value Key |
|---|---|---|---|
| Miss | Miss%ΔL | R < T₁ | T₁ = Miss%ΔL e.g. 9% for Boss (ΔL +3) |
| Dodge | Dodge%target | T₁ ≤ R < T₂ | T₂ = T₁ + Dodge%target |
| Parry | Parry%target | T₂ ≤ R < T₃ | T₃ = T₂ + Parry%target |
| Critical | Crit%player | T₃ ≤ R < T₄ | T₄ = T₃ + Crit%player |
| Standard | Remaining Balance | T₄ ≤ R ≤ 100 | — |
Yellow Damage Attack Sample Reference
Level 60 Dungeon Ready Tank with a Dungeon Ready (15%) Shield fighting a Level +3 Boss
| Outcome | Bracket Width | Roll Threshold |
|---|---|---|
| Miss | 9% | R < 9 |
| Dodge | 6.5% | 9 ≤ R < 15.5 |
| Parry | 6.5% (if in front) | 15.5 ≤ R < 22 |
| Critical | 10% | 22 ≤ R < 32 |
| Standard | 68% Remaining | 32 ≤ R ≤ 100 |
Yellow Damage Example Calculation
Continuing with the same Level 60 Dungeon Ready Melee DPS profile from the White Damage section above. Abilities fire from the main hand only.
Start by calculating the AP bonus scaled to main hand weapon speed, the same way we start white damage calculations:
AP Swing Bonus: (300 ÷ 14) × 2.4 = 21.43 × 2.4 = 51.43 DamageCombined with a random roll from the weapon's damage range:
Base Swing Damage: 150Random + 51.43AP Bonus = 201.43 DamageApply the Rotation Modifier to get the ability's raw hit value:
Ability Damage: 201.43 × 2.0Rotation Modifier = 402.86 DamageAbility Attack Roll Outcomes
| Outcome | Multiplier | Damage |
|---|---|---|
| Standard Hit | 1.0× | 402.86 |
| Critical Hit | 2.0× | 805.72 |
Just as Tempo reduces the weapon swing interval for white damage, it also reduces the GCD for yellow damage. At 90% Tempo, abilities fire more frequently:
GCD Adjusted: 1.5 × 0.9 = 1.35sThis means our melee DPS fires an ability every 1.35 seconds instead of every 1.5 seconds — an 11.1% increase in ability frequency, the same gain as white damage from tempo.
Converting the ability damage to a sustained DPS rate using the tempo-adjusted GCD:
Yellow DPS: 402.86 ÷ 1.35 = 298.4 DPS Total DPS: 129.5 White + 298.4 Yellow = 427.9 DPSWhite and Yellow Damage Intervals
White and yellow damage run on completely independent timers. Neither interrupts nor delays the other:
- White damage fires automatically when the weapon speed timer reaches zero (every 2.16s at 90% Tempo). It cannot be stopped by player actions.
- Yellow damage fires when the GCD timer reaches zero (every 1.35s at 90% Tempo). The player chooses which ability to use, but in our abstraction the Rotation Modifier handles this automatically.
At any given moment in a fight both timers are counting down simultaneously, firing whenever they expire. A busy second might see a white swing at t=0.5s and an ability at t=0.8s — these are completely independent events.