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Talk:Divinity: Original Sin weapons

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From PAK files

By unpacking the PAK files and modding, it seems that damage scales roughly linearly with level (+50% for each level compared to level 1), but nonlinearly with the internal "Damage" stat. "Damage Boost" seems to be a percentage modifier to damage. An approximate formula for minimum damage is 0.5 * (level + 1) * (0.215 * "Damage"2 + 2.15 * "Damage" + 3). (Edited: the middle coefficient is 2.15, not 0.215) The same applies to "Damage Range" and the spread between minimum and maximum damage. --Evil4Zerggin (talk) 05:48, 2 July 2014 (UTC)

Is 0.1 * (level + 1 ) * ("Damage"² + "Damage" + 14) a good approximation? Ibete (talk) 07:34, 2 July 2014 (UTC)
Just realized I misplaced a decimal point---I've corrected the middle coefficient above from 0.215 -> 2.15. The missing factor 0.15 does mean the approximation drops off at higher "Damage" values. --Evil4Zerggin (talk) 16:28, 2 July 2014 (UTC)
I did the math on my side and reached the same conclusion as you, Evil4Zerggin. I'm not even sure that there is a fomula to calculate real damage from the stat. It might just be a hard-coded list somewhere as it appears that all values are rounded to be precisely integers. Here's what I have:
Damage stat
in skilldata
In-game damage
0 3
1 5
2 8
3 12
4 15
5 19
6 23
7 28
8 33
9 39
10 46
Chriskang (talk) 00:37, 9 July 2014 (UTC)
That's definitely likely too. There's also the matter of advertised versus actual damage---I've noticed that the starting dagger does much less than advertised. Though maybe it's a dagger thing. --Evil4Zerggin (talk) 20:44, 17 July 2014 (UTC)
Looks like daggers do half damage when used without a shield (but attack twice). --Evil4Zerggin (talk) 20:55, 17 July 2014 (UTC)