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Highly accurate bow damage calculations


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Posted

This is for the archery lovers, nerds, number crunchers, and game mechanics fetishists out there.

 

I'm a big fan of the archery skill, I use and have used it heavily on almost all my characters. Unlike one-handed and two-handed damage, the calculations for bow damage are fairly complex, and it isn't always obvious which bow gives the best results at any particular stage of the game. So I started out to create a definitive spreadsheet to determine at any time in my characters' lives what the best bow would be.

 

The attached Excel and OpenOffice Calc spreadsheets are the result of this effort. The sheets incorporate:

  • Smithing skill, perks, enchantments and potions
  • Archery skill, perks, enchantments, blessings and potions
  • Ammo damage
  • Bow enchantment damage
  • Deadly Aim perk effect

 

After entering the correct values for the above into the sheet, the data table will give an accurate breakdown of the damage that can be done with each bow. It will show:

  • The bow's display damage after tempering (as shown in inventory)
  • The bow's accurate actual damage after tempering and including ammo damage
  • Calculated DPS
  • N-second damage (amount of damage that can be done in a configurable number of seconds)
  • N-second sneak damage (same as above, but assuming 1st shot is from a sneaking/hidden position)

 

The actual damage values are accurate down to at least 2 decimal places and have been verified in-game by yours truly. Crossbows are included.

 

How to use:

  1. Scroll down to below the table and enter all your character's stats in the green marked boxes.
  2. Scroll up to the data table and check the damage you can do with each bow after tempering it.
  3. You can use the last column ("I have this bow") to indicate whether you have this particular bow. You can then sort or filter by this column to group the bows you own at the top or to hide the ones you do not own. When sorting, make sure to activate a cell in the data table first or you may screw up the sheet.
  4. You can sort by actual damage per shot, actual damage per second, and N-second damage (sneaking or not) depending on what best fits your play style.

 

Caveats/disclaimer:

  • I used the speed formula for bows as specified on the wiki (Draw time = 0.4 + 1.66/((QS+1)*Speed), Rest time = 0.6). I have not verified the accuracy of this in-game yet but will do so when I get around to it. For the time being I assume that this formula is correct enough to give a good ranking between bows.
  • The speed formula for crossbows has been discovered by yours truly as I could not find any definitive agreement about that on wikis and fora. This has been tested in-game with script timers and test crossbows with speeds of 0.5, 0.9, 1.0, 1.1, 1.5 and 2.0 and should be very accurate.
  • The Smithing formulas should be 100% accurate. I have done a lot of work to verify and develop these as the wiki was not 100% clear on this. In the process I found that surprisingly, the damage added to a bow by tempering it is not rounded. The actual formula is: Added damage = 1.8* QL - 0.8 (for all QLs > 0).

 

This should be considered an early release, I still have a couple of things to do:

  • In-game verification of bow speed formula.
  • Including the Critical Shot perk some way
  • Verification of Nord Hero Bow stats - I found differences between wiki and in-game values, haven't had time yet to check if that is a mistake on the wiki or an USKP change.

 

There are comments added to many of the row and column headers, read these first if anything is unclear. If you find any errors or have additional ideas to make the sheet more useful, please let me know!

 

 

 

post-424489-0-23398700-1432295178_thumb.png

post-424489-0-44927100-1432295190_thumb.png

 

 

 

Skyrim_bow_damage.7z

  • 2 weeks later...
Posted

Oh, thank gods.

Now cue the entitled whiny player (me) asking for the same thing, but with armor ratings and actual % damage reduction.  :P

 

EDIT: Aww, Excel made all the calculations disappear but left only the values. :( Dammit, Microsoft...

 

post-462261-0-20341400-1433354393_thumb.jpg

 

Posted

Oh, thank gods.

Now cue the entitled whiny player (me) asking for the same thing, but with armor ratings and actual % damage reduction.  :P

 

EDIT: Aww, Excel made all the calculations disappear but left only the values. :( Dammit, Microsoft...

 

attachicon.gif1.jpg

 

The reason I did it for bows is because the displayed damage rating tells you very little about the actual damage a bow is doing relative to other bows - as opposed to melee weapons, which generally all have the same speed barring a few well known exceptions, so a higher display damage always results in a higher actual damage. It's no different for armor since it can be directly calculated from in-game numbers:

 

Damage reduction percentage = (displayed armor rating + hidden armor rating) × 0.12

 

Where "hidden armor rating" is simply 25 for each worn piece of armor, including shield. So when deciding between armors it's really just a matter of "upgrade them both (because you need the smithing XP anyway) and wear the one with the highest display rating". So that's not enough of a challenge to make a sheet out of it :P

 

I have uploaded my latest version including an Excel version (just re-download the .7z in the original post). Saving as .xls file in OO tends to work better than importing an .ods in Excel ;)

Posted

 

It's no different for armor since it can be directly calculated from in-game numbers:

Damage reduction percentage = (displayed armor rating + hidden armor rating) × 0.12

 

Where "hidden armor rating" is simply 25 for each worn piece of armor, including shield. So when deciding between armors it's really just a matter of "upgrade them both (because you need the smithing XP anyway) and wear the one with the highest display rating". So that's not enough of a challenge to make a sheet out of it :P

Oh! I thought there were other hidden effects, like the various armor perks altered the base calculations, and some armor types did too (I seem to remember something about dark brotherhood armor having a higher hidden armor rating?).

 

I have uploaded my latest version including an Excel version (just re-download the .7z in the original post). Saving as .xls file in OO tends to work better than importing an .ods in Excel ;)

Works great, thanks!

 

 

Posted

 

 

It's no different for armor since it can be directly calculated from in-game numbers:

Damage reduction percentage = (displayed armor rating + hidden armor rating) × 0.12

 

Where "hidden armor rating" is simply 25 for each worn piece of armor, including shield. So when deciding between armors it's really just a matter of "upgrade them both (because you need the smithing XP anyway) and wear the one with the highest display rating". So that's not enough of a challenge to make a sheet out of it :P

Oh! I thought there were other hidden effects, like the various armor perks altered the base calculations, and some armor types did too (I seem to remember something about dark brotherhood armor having a higher hidden armor rating?).

 

 

You get a +25 perk effect when you wear the full DB or Nightingale set AFAIK. However I think that is only 'hidden' in the sense that you do not see the effect listed in Active Magic Effects. Not sure though, I only ever use the clothing version of the DB armor and I do not like the Nightingale hood, so I never wear the full set of either myself.

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