While the numbers show that there is a bug with the AP calculation also for combat mechanics, the actual numbers don't match the expected outcome.
So either the formula is not entirely correct or you have some damage buffs/talents.
Take a look:
Although the mage was naked, he had atleast *a bit* armor (you cannot have 0 armor unless you are affected by something like Sunder Armor).
But let's say he did have 0 armor, just for the sake of it.
So the highest possible damage with 428 AP (you did take the values for AP and not RAP right?) would be as shown above 51.914. But your proven value was 53.
So how much AP would we need for 53 damage against a 0 armor target?
We can convert the formula to
(53-3)/1.6*14
to see how much AP is needed for a given damage, which yields 437.5 AP needed for a swing to cause 53 damage.
Which is 9.5 AP higher than your actual AP was.
For the lower end (395 AP) this formula gives
(49-3)/1.6*14= 402.5 AP, which - again - is higher than your actual swing - by 7.5 AP.
Now if we take into account rounding and that a swing with a calculated damage of 52.445 is converted to 53 damage, the AP difference gets lower, but is still above the actual AP value:
(52.445-3)/1.6*14= 432.64375
Still roughly 4.5 more AP required than available.
So basically these leaves us with these points:
- We know that the mage had at least some hundreds of armor. What is the current formula to calculate mitigation?
- Why is the actual damage range higher than the expected calculated, even without taking armor into consideration?
- Is the formula itself wrong (Weapon Damage + (AP/14*Speed))?
- Is one level difference (the mage was level 65, the attacker level 66) causing this?
For PvE at least a level difference (and weapon skill <-> defense) doesn't increase/decrease the damage of a swing, it only affect its outcome (at least as far as I know).
- Is there another bug in the character screen, additional to the one we have been observing?
- Did I make a mistake somewhere?
