Calculate your damage percentage on a weapon

# What is your damage percentage?

When talking about your damage percentage we refer to an avatar's actual efficiency while using a certain kind of weapon (examples of types are: Laser Carbine, BLP Rifle, Plasma Handgun, Longblade, Shortblade, Powerfist, etc...).

Calculating your own damage percentage on a certain type of weapons is essential when trying to figure out your real economy with it. But that's another story...

When you've got enough stats to use a weapon to its full damage range, that would mean that the avatar's damage range for this weapon will be exactly between MaxMin and MaxDamage: in that condition we say that the weapon is maxed out.

# Definitions

There are two ways to calculate your Actual Damage Percentage, so before going on we must agree on the definitions to be used.

For this guide we will use "ActualMinDamage" to refer to the first formula, and "DamagePercentage" for the second formula.

I'm emphasizing this differentiation with colors as to drive away as much confusion as possible.

You can use two different formulas to calculate your actual damage percentage, having an interval defined in the ranges 25%-50% (simpler) or 0%-100%.

The first formula gives you the exact point at which your ActualMinDamage is on a weapon: you are at 25% ActualMinDamage on a weapon when you're not skilled at all to use it, and you're at 50% ActualMinDamage on a weapon when you're as much skilled as you can be for that weapon (maxed out).

The second formula gives you the exact point at which you are in your whole range of progression: 0% DamagePercentage when you're not skilled at all, up to 100% DamagePercentage when you're as much skilled as you can be for that weapon (maxed out).

Let's take an A-3 Justifier Mk. 2 for example. Its Max damage is 43.0, so its MaxMin damage will be 21.5 (half the Max damage).

If you're not skilled at all for that weapon, your damage range will be 10.8-43.0. In that case the DamagePercentage will be 0%, while the ActualMinDamage will be 25%.

If the weapon is maxed out, the damage range will be 21.5-43.0. In that case the DamagePercentage will be 100%, while the ActualMinDamage will be 50%.

# (ActualMinDamage)" name="The_formula(ActualMinDamage)">The formula(ActualMinDamage)

The formula to calculate your damage percentage is simple:

(ActualMin/MaxDamage)*100 = X%

(where X is the value you want to find)

In effect we're calculating at which point your ActualMinDamage is, on a scale from 25% to 50%.

You are at 25% ActualMinDamage on a weapon when you're not skilled at all to use it, and you're at 50% ActualMinDamage on a weapon when you're as much skilled as you can be for that weapon.

# (ActualMinDamage)" name="Example_on_a_Maxed_out_weapon(ActualMinDamage)">Example on a Maxed out weapon(ActualMinDamage)

Let's take the example of a maxed out A-3 Justifier Mk. 2.

In that case the MaxDamage value will be 43.0, while the ActualMin will be 21.5, since the weapon is maxed out. Fill those values in the formula above, and that's what you'll get:

(21.5/43.0)*100 = X%

that means...

(0.5)*100 = 50%

So, on a maxed out weapon, this formula returns a value of 50% ActualMinDamage (remember that we are taking into consideration maxed out weapon statistics!).

# (ActualMinDamage)" name="A_real_example(ActualMinDamage)">A real example(ActualMinDamage)

Of course you will not want to calculate such an easy thing as a maxed out weapon, but rather your own standing at a given point on your own weapon.

To calculate your own ActualMinDamage when using a weapon you should use the values you will find in that kind of weapon's stats. Take the following image as an example: As you can see, the damage interval shows two couple of values. The left ones (11.8 - 43.0) is your actual damage range with this weapon, while the right one (21.5 - 43.0) is the weapon's max damage range.

Now let's fill the ActualMin (11.8) and the MaxDamage (43.0) values into our formula:

(11.8/43.0)*100 = X%

that means...

(0.2744)*100 = 27.44%

That means that the avatar's ActualMinDamage on a Laser Carbine, such as the A-3 Justifier Mk. 2, is 27.44%.

# (DamagePercentage)" name="The_other_formula(DamagePercentage)">The other formula(DamagePercentage)

The DamagePercentage formula is quite easy too, but you should check to use the correct values in the right places.

The formula is:

(2-(MaxMin/ActualMin))*100 = X%

(where X is the value you want to find)

We're calculating at which point your DamagePercentage is, on a scale from 0% to 100%.

You are at 0% DamagePercentage on a weapon when you're not skilled at all to use it, and you're at 100% DamagePercentage on a weapon when you're as much skilled as you can be for that weapon.

# (DamagePercentage)" name="Example_on_a_Maxed_out_weapon(DamagePercentage)">Example on a Maxed out weapon(DamagePercentage)

Let's take the example of the same maxed out A-3 Justifier Mk. 2 as before.

The MaxMin and the ActualMin value will still be 21.5, since the weapon is maxed out. Fill those values in the formula above, and that's what you'll get:

(2-(21.5/21.5))*100 = X%

that means...

(2-1)*100 = 100%

And, as we've expected, we end up with a 100% DamagePercentage (remember that we supposed that the weapon was maxed out!).

# (DamagePercentage)" name="A_real_example(DamagePercentage)">A real example(DamagePercentage)

To calculate your own DamagePercentage when using a weapon you should use the values you will find in that kind of weapon's stats. Let's use the same image as before as an example: The left couple of values (11.8 - 43.0) is your actual damage range with this weapon, while the right one (21.5 - 43.0) is the weapon's max damage range.

Now let's fill the ActualMin (11.8) and the MaxMin (21.5) values into our formula:

(2-(21.5/11.8))*100 = X%

that means...

(2-1.822)*100 = 17.80%

That means that the avatar's DamagePercentage on a Laser Carbine, such as the A-3 Justifier Mk. 2, is at 17.80%.

# Skill Increase Bonus items

Please be warned: while this formula does of course apply to weapons with the SIB (Skill Increase Bonus), the results may be misleading.

For example, to max out a Sollomate Opalo only takes circa 500levels in the Rifle skill.

Applying this formula to such a weapon will lead to an high ActualMinDamage and DamagePercentage (up to 50% and 100% respectively when maxed out), that will not reflect on standard weapons (weapons for which the Learning Periods fields states "Never").

Other examples of items with the SIB are the M2100 handgun, the EnKnuckles-A powerfist, the Castorian Combat EnBlade-A longblade, the Castorian Survival EnBlade-A shortblade, and most if not all limited (L) weapons).

# Notes

• Since two formulas are used, the percent shown in the Skills Chart's "Requirements" column may be misleading: some used the DamagePercentage while other used the ActualMinDamage. The first aim of this guide was to set definitions and points to start up with. Those informations in the charts will be updated and made clearer in the near future. Please be patient! 