Hi there,
Let me try to explain things in a very simplified way, based on my memory, knowledge and experience.
First of all, every class(combo) in RoM can deal physical damage!!
But the amount of physical damage is based on 2 facts:
A) the physical damage of your weapon and
B) your physical attack vs your targets physical defense.
If your patk if less than 20% of your targets pdef than you will deal the least to zero amount of damage.
if your patk is 20% of your targets pdef than you will deal a medium amount of damage
if your patk is greater than 20% of your targets pdef you will deal medium to high amount of damage.
if your patk is greater than your targets pdef you will deal the highest amount of damage.
In the last case, statting more patk doesn't reward any difference in your physical damage.
DPS is the amount of physical damage divided by your weaponspeed.
Physical critical hit determines how high the hit will be compared to your normal hits
Physical critical hit Rate determines how often your hits will become critical.
Physical Damage:
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"i. "Physical damage", on a weapon"
This is the damage you can deal to a target
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ii. "Physical damage", on a skill, eg, Joint Blow"
Likewise, this is a x-amount of physical damage dealt to a target, some skills are % based on main hand weapon DPS, so you would like a weapon with a high amount of physical damage and with a fast weapon speed.
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iii. "Physical damage" on projectiles
Same as above
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iv. "Damage", on some equipment and X runes
Raises the Physical Damage of your weapon
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v. "Damage" on skills, eg, "Wrist attack"
Regarding this specific skill, Wrist attack gives a debuff to your target for 5 seconds, lowering his damage by 30%.
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vi. "DPS", on a weapon
vii. "DPS" on projectiles;
viii. "Ranged weapon DPS", as a skill, eg, "Shot"
ix. "Main hand weapon DPS", eg, "Charged Chop"
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DPS is weapondamage divided by weaponspeed, but on projectiles it is bases on ranged weapondamage divided by ranged weapon speed (ie:Shot)
Charged Chop, or any other skill which gives Main hand weapon DPS, gives a x% of your weapons damage divided by the weaponspeed in your main hand. (so not your ranged weapon or your offhand weapon.
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x. "Two hand weapon damage", eg, "Two Hand Weapon mastery"
xi. "Two hand weapon attack damage", eg, Power of the Oak"
xii. "Melee weapon damage", eg, "Secret Agreement"
x. This skill allows you to wear 2h-weapons as well raises the physical damage of that weapon
xi. This skill also raises your weapondamage by X%
xii. This is a permanent buff, which raises your melee (main hand weapon, so not ranged weapon) damage by x%
There are, on the other publishers fora, several posts about the damage formula, although written some time ago (thanks to the legendary Druffbaum) they are, to an extent, still viable ingame.
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Important questions:
1. Is physical attack:
a. solely for breaking defence, or
b. solely as a damage modifier, or
c. both.
2. Is there a quick explanation to the 13 types of "damage" listed above?
3. Why warden scouts stack str/physical attack if there's a cut-off
point for physical attack rendering the rest of the stat unused.
4. Determining boss defence to know how much physical attack stats to stack (and/or offsetting using buffs etc)
5. What weapon skills do (eg, is unarmed=accuracy; is 2h axe=accuracy, do they stack, etc)
X. Supplemental questions
a. the type of skill and damage and how it works in the real world (eg
warden charged chop) and others are based on damage (scout's joint
blow). Damage skills do not state "weapon damage" but "damage" which
reads as all damage from all stats, not only a weapon. So, if a skill
like joint blow is 351 points of damage at level 102, what exactly does
that mean
d. Raid X is +11% attack speed. As speed increases, the "damage per
second" should therefore also increase. As a warden scout I have seen no
difference using a Raid X in my rate of damage. It may be useful in
longer boss fights
e. The difference between critical damage, physical critical damage, physical critical hit rate.
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Patk determines how much pdmg you deal to your target based on the ratio between your patk/targets pdef.
I tried to explain the '13' different damages.
Later ingame you come to a point that there is no more advantage of stacking more patk, so you can fill the space with other stats like Stam or Pdef! Mind you, you still can stack Patk but that would only be usefull with new content where mobs/bosses have a higher Pdef than currently.
Bosses Pdef is a bit tricky and mostly trail and error although Rom-Welten has a nice guideline regarding attributes of mobs.
Weapon-skills determine how much you hit, so a weapontype with a high weaponskill will hit more often than a weapontype with a low weaponskill (not including attributes like Dexterity, runes, buffs etc etc)
There is no difference between critical damage or physical critical damage to my knowledge, although some believe that items with critical damage can also be used my magical classes.
A Raid X should lower your attack speed by 11%, this does NOT however show on your characterscreen.
Edit:
Writing this all down reminded me of an addon a former-guildie wrote way back in ch 2 or ch 3, and I used it till my hdd crashed
Unfortunatly he never had sent it to curse or curseforge, nor did he placed it in the guild-forum.
Basicly it was an addon like Statcompare mixed with Charplan but with steroïds. It showed your character-screen with the attributes all neatly lined up, below it you had your primary class and secondary class general skills, followed by a row of your primary class specific skills and a line of your combo's eliteskills.
When you clicked on one of your skills you could put a level into it and see how it affects your characters attributes. Like wise with permament buffs, when you clicked on a (green) buff, you could activate or de-activate it as well as placing levels into it. I've searched and searched but I haven't found any addon which does the same or similar things