Weapon Durability

Resolved, closed or solved reported bugs.
Locked
User avatar
Ashford
Posts: 114
Character: Ashford Reed

Weapon Durability

Post by Ashford » May 6th, 2021, 2:18 pm

I'd like to provide some feedback on craftable blacksmithy weapons and ask a question of staff. Below I'm listing some data obtained by crafting EO and MW items. The question I have for staff would be, is this the desired outcome of craftable products?

I've happened to have recently crafted 35 copies of the same weapon in EO or MW qualities. The resulting durabilities are as follows.

EO Durabilities (Iron)
69
67
69
98
108
98
127
96
49
88
108
147
145
108
69
156
69
57
69
147
88
117
156
69
88
88
98
98
98
127

MW Durabilities (Iron)
141
106
80
141
177

EO Durability in this data set is min 49 max 156. The average durability is 99 across 30 items.

MW Durability is this data set is min 80 max 177. The average durability is 129 across 5 items.

I've also crafted a much smaller number of Steel EO weapons with durability between 87 and 188. Steel definitely improves the durability but it does not guarantee a weapon with "good durability" which is generally over 100. Unfortunately I do not have enough EO or MW examples to form good averages.

To put perspective on this the armors I craft generally have 150-220+ durabilities.

I also have an EO musket with 280 durability and a stack of exceptional quality muskets with 300+ durability each.

I generally feel bad selling EO's and MW's with less than 100 durability. Is this system working as intended or is there a bug in the code causing these high quality items to roll with 49 and 80 durabilities?

User avatar
Ashford
Posts: 114
Character: Ashford Reed

Re: Weapon Durability

Post by Ashford » May 7th, 2021, 12:14 pm

Add bows to this. I'd forgotten I'd made some EO bows awhile back that have 50 durability out of Yew wood.

User avatar
Ashford
Posts: 114
Character: Ashford Reed

Re: Weapon Durability

Post by Ashford » May 7th, 2021, 3:37 pm

After reading this post viewtopic.php?f=47&t=2309 I went back and documented which EO and MW's got an extra slot then averaged durability based on that.

EO's Dura with augment slots
EO Augment
67 2
69 2
69 2
88 2
88 2
98 2
108 2
127 2
127 2
147 2
156 2
49 3
57 3
69 3
69 3
69 3
69 3
88 3
88 3
96 3
98 3
98 3
98 3
98 3
108 3
108 3
117 3
145 3
147 3
156 3

MW Dura with augment slots
MW Augment
177 3
141 3
80 4
106 3
141 4

Averages

EO No Extra Slot = 104 durability
EO w/Extra Slot = 96 durability
MW No Extra Slot = 141 durability
MW w/Extra Slot = 110 durability

Honestly I think this is inconclusive, my ability to get a data set large enough to report on is insufficient. I'd need more like 100 of each of the four categories to really explore the math. It's very possible you could just have a run of bad or good luck that would severely impact the numbers. However, I think the overall durability of the items listed above is enough to warrant concern that there may be something amiss. If staff agrees please explore your calculations. If this level of RNG is as designed then let me know and go review why guns are so far out of alignment with BS and Carp weapons. Thanks!

User avatar
Sic
Aeolian Staff
Posts: 368
Character: Isidor Abendroth

Re: Weapon Durability

Post by Sic » May 8th, 2021, 4:21 pm

While we have indicated that weapon augments assist in the durability levels of weapons, I will be reviewing the base code of these and making sure there are no irregularities and will consider raising base durability slightly for some QoL changes.

User avatar
Glimmer
Posts: 140
Character: Theo Hanlon

Re: Weapon Durability

Post by Glimmer » July 7th, 2021, 7:17 pm

I understand there are other higher priority items on the docket, but just bumping this so it can stay relevant.

User avatar
Ashford
Posts: 114
Character: Ashford Reed

Re: Weapon Durability

Post by Ashford » July 8th, 2021, 10:01 am

Just some thoughts I've had on this since the original posting.

It seems like the formula for durability starts with a base roll with a set min/max based on item type:

Small melee weapon
Normal melee weapon
Armor
Firearm (may share armor min/max)
Bow (may share small melee weapon min/max)
Wooden weapons (may share small melee weapon min/max)

Then the weapon's quality and metal add a modifier which is multiplied against the result of the base roll.

Say I'm making an exceptional 1H Macing weapon and the base durability roll was minimum 31 maximum 60. Exceptional modifier would be .2 and the Iron metal used would be a modifier of .1 (assumptions)
- If the base roll hit on 31 and we multiple by the modifier we'd get a durability of 40
- If the base roll hit on 70 and we multiply by the modifier we'd get a durability of 91

Say I'm making a MW 1H Macing weapon and the base durability roll was minimum 31 maximum 60. MW modifier would be .8 and the Iron metal used would be a modifier of .1 (assumptions)
- If the base roll hit on 31 and we multiply by the modifier we'd get a durability of 59
- If the base roll hit on 70 and we multiply by the modifier we'd get a durability of 133

My suggestion for QoL would be that EO/MW/Mythic items modify both the minimum/maximum values of the base roll as well as be a modifier after the fact. If MW were to say get a +20 base durability roll then the min would go from 31 to 51 and max 70 to 90. In this new system the same MW 1H Macing weapon would roll the following:
- If the base roll hit on 51 (31+20) and we multiply by the modifier we'd get a durability of 96.9
- If the base roll hit on 90 (70+20) and we multiply by the modifier we'd get a durability of 171

EO would follow similarly with a +10 to base roll instead of +20. The system above would provide "durability protection" on rolls for EO and MW items.

In the current system I've crafted an Iron MW 1H Mace that has 15% HCI and 4 Augment slots. Sounds fantastic but it got a durability of 59. Without some sort of "durability protection" what can happen here is the minimum base roll multiplied by a very large modifier will still be super duper low. Raising the base roll guarantees your EO/MW weapons will see use.

Circling back on the base roll by weapon type above, I believe small melee weapons, bows, and wooden weapon's base rolls need to be reviewed outside of the EO/MW QoL suggestion. For small melee weapons there seems to be a max of 83 durability no matter if the item is a Steel MW or any lesser metal/quality. For bows it's super common for every one to come out with 40-60 durability. A general review of these weapon types' durability would be much appreciated.

Carpenter
Posts: 52
Character: Ines Carpintero

Re: Weapon Durability

Post by Carpenter » July 8th, 2021, 1:10 pm

+1

User avatar
Ashford
Posts: 114
Character: Ashford Reed

Re: Weapon Durability

Post by Ashford » July 9th, 2021, 11:07 pm

I decided to make some Greatbows tonight I got 13 exceptionals and 3 regular or worse quality ones out of the batch. Of the 13 exceptionals here's the durabilities
61
54
61
61
61
60
61
61
54
61
61
54
61

Bows seem to have a really tight minimum and maximum durability. So I take back what I said, bows do not share their durability with the "small melee weapon" category.

Locked