Skill Dual Wield: Difference between revisions
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The calculator provides a target-neutral comparison between two one-handed weapons and one two-handed weapon. | The calculator provides a target-neutral comparison between two one-handed weapons and one two-handed weapon. | ||
It is a '''normalized weapon comparison''', not a complete average-DPS simulator. Its result is most useful when comparing weapons on the same character against the same | It is a '''normalized weapon comparison''', not a complete average-DPS simulator. Its result is most useful when comparing weapons on the same character against the same target when the relevant weapon skills are similarly trained. | ||
=== Calculator Score === | === Calculator Score === | ||
The calculator uses the traditional weapon-score | The calculator uses the traditional normalized weapon-score comparison: | ||
<pre> | <pre> | ||
| Line 30: | Line 30: | ||
</pre> | </pre> | ||
The factor of <code>2 × damage</code> is a | The factor of <code>2 × damage</code> is a comparison benchmark, not the exact average damage of every successful hit. | ||
The calculator automatically tests both one-handed arrangements: | The calculator automatically tests both one-handed arrangements: | ||
| Line 37: | Line 37: | ||
* Weapon B in primary and Weapon A in secondary. | * Weapon B in primary and Weapon A in secondary. | ||
This | This matters because the primary and secondary weapons swing independently, but the secondary weapon's attack opportunity is additionally gated by the Dual Wield check. | ||
The calculator does not currently model: | The calculator does not currently model: | ||
* | * Target avoidance or exact hit rate. | ||
* | * Unequal weapon-skill values. | ||
* STR, ATK, Offense, or target mitigation. | * STR, ATK, Offense, or target mitigation. | ||
* Double Attack, Triple Attack, flurry, critical hits, or special attacks. | * Double Attack, Triple Attack, flurry, critical hits, or special attacks. | ||
* Proc damage or hand-specific proc | * Proc damage or hand-specific proc behavior. | ||
* Haste rounding, minimum-delay rules, or other timer rounding. | * Haste rounding, minimum-delay rules, or other timer rounding. | ||
* Stances, invocations, disciplines, or temporary combat modifiers. | * Stances, invocations, disciplines, or temporary combat modifiers. | ||
| Line 58: | Line 58: | ||
'''Confirmed on EverQuest Legends:''' the primary and secondary weapons use independent attack timers. | '''Confirmed on EverQuest Legends:''' the primary and secondary weapons use independent attack timers. | ||
Each weapon uses its own delay. A fast secondary weapon | Each weapon uses its own delay. A fast secondary weapon can therefore reach multiple offhand attack opportunities before a slower primary weapon reaches its next attack. | ||
Equipping a slower primary weapon does not directly slow the secondary weapon, and equipping a slower secondary weapon does not directly slow the primary weapon. | Equipping a slower primary weapon does not directly slow the secondary weapon, and equipping a slower secondary weapon does not directly slow the primary weapon. | ||
| Line 64: | Line 64: | ||
=== Offhand Attack Opportunities === | === Offhand Attack Opportunities === | ||
When the secondary weapon's timer becomes ready, the game performs a Dual Wield check. A successful check permits the secondary attack opportunity to proceed | When the secondary weapon's timer becomes ready, the game performs a Dual Wield check. | ||
A successful check permits the secondary attack opportunity to proceed. A failed check produces no secondary attack for that timer cycle. | |||
Higher Dual Wield skill therefore increases the percentage of secondary timer opportunities that become attacks. It does not change the secondary weapon's listed delay. | Higher Dual Wield skill therefore increases the percentage of secondary timer opportunities that become attacks. It does not change the secondary weapon's listed delay. | ||
=== Damage Bonus Is a Separate Flat Addition === | |||
Weapon damage bonus is treated separately from the rolled weapon-damage portion of an attack. | |||
STR, ATK, Offense, weapon skill, and target mitigation affect the variable weapon-damage roll. They do not directly determine the displayed weapon damage-bonus value. | |||
Under the ordinary EverQuest hand model used by the calculator: | |||
* An eligible primary-hand attack receives the weapon's damage bonus. | |||
* The ordinary secondary-hand attack receives no damage bonus. | |||
* A two-handed primary weapon receives its own damage bonus. | |||
* Damage bonus is applied per eligible primary-hand hit. | |||
This means the damage bonus must be calculated for the '''specific weapon placed in primary'''. It is not a single universal one-handed value. | |||
=== Primary and Secondary Hand Assignment === | === Primary and Secondary Hand Assignment === | ||
At less than 100% Dual Wield chance, hand assignment matters | At less than 100% Dual Wield chance, hand assignment matters because: | ||
# The primary weapon attacks whenever its own timer is ready. | |||
# The secondary weapon attacks only when its own timer is ready '''and''' the Dual Wield check succeeds. | |||
The calculator therefore tests both hand assignments automatically. | |||
In general, the stronger base weapon score becomes more valuable in primary as Dual Wield chance falls, because primary attacks are not reduced by the Dual Wield success check. | |||
=== Hand Assignment at 100% Dual Wield Chance === | |||
At exactly 100% Dual Wield chance, the ordinary weapon-damage contribution of the same two one-handed weapons is identical regardless of which hand holds them. | |||
Under the working modern damage-bonus formula below, damage bonus is also normalized substantially by weapon delay. | |||
When both one-handed weapons: | |||
* have damage less than or equal to character level, and | |||
* have delays of 50 or less, | |||
the unrounded damage-bonus contribution per unit of delay is effectively the same for both weapons. In that common case, hand assignment at 100% Dual Wield chance is effectively neutral apart from integer rounding and any other hand-specific mechanics. | |||
Hand assignment can still matter when: | |||
* one weapon's damage exceeds character level, | |||
* a weapon's delay exceeds the 50-delay damage-bonus cap, | |||
* integer damage-bonus rounding changes the result, | |||
* one hand receives a special proc, AA, discipline, or attack rule not shared by the other. | |||
The calculator always tests both arrangements rather than assuming one universal hand rule. | |||
=== Shared Modifiers === | |||
A modifier that affects both compared setups by the same proportion does not change which setup wins a normalized comparison. | |||
Ordinary haste is therefore omitted from the calculator when the same haste applies to all compared weapons. | |||
STR and ATK are also omitted from the simple comparison because the calculator is intended as a target-neutral weapon comparison rather than a complete melee simulator. A full expected-DPS model would require the attacker's combat statistics, the target's mitigation and avoidance, weapon skills, and the damage-roll distribution. | |||
== Working Legends Damage Bonus Model == | |||
EverQuest damage-bonus formulas have changed over time. | |||
The older classic-era one-handed formula and historical two-handed lookup tables do '''not''' match observed EverQuest Legends damage bonuses well. | |||
The calculator therefore uses a later/live EverQuest damage-bonus formula published by a Daybreak developer. This model closely matches the currently observed Legends values across a range of one-handed and two-handed weapon delays. | |||
The working formula is: | |||
Weapon | <pre> | ||
Damage Bonus = | |||
Hand Modifier | |||
× max(Character Level, Weapon Damage) | |||
× (min(Weapon Delay, 50) ÷ 40) | |||
× (Character Level ÷ 100) | |||
</pre> | |||
Where: | |||
* | * '''1H Hand Modifier = 0.8''' | ||
* | * '''2H Hand Modifier = 1.1''' | ||
* | * Weapon delay contributes only up to '''50 delay'''. | ||
* | * If weapon damage exceeds character level, weapon damage is used instead of character level for that portion of the formula. | ||
* Damage bonus begins at level 28 in the reference implementation. | |||
The calculator currently | The calculator currently truncates the modeled result to an integer: | ||
=== | <pre> | ||
floor( | |||
Modifier | |||
× max(Level, Damage) | |||
× (min(Delay, 50) ÷ 40) | |||
× (Level ÷ 100) | |||
) | |||
</pre> | |||
Exact Legends rounding has not yet been proven, so the integer treatment should still be considered part of the working model. | |||
=== Why Delay Matters === | |||
Unlike the older classic one-handed damage-bonus formula, the newer formula scales the damage bonus with weapon delay. | |||
This explains why two one-handed weapons at the same character level can display different damage bonuses and why slower two-handed weapons can receive much larger bonuses. | |||
Because delay contribution caps at 50: | |||
* | * Increasing delay from 20 to 40 increases modeled damage bonus. | ||
* | * Increasing delay from 50 to 70 does '''not''' increase the delay portion further. | ||
* | * A weapon with damage greater than character level can still receive a larger bonus because the formula uses <code>max(Level, Damage)</code>. | ||
== Classes and Skill Caps on Legends == | == Classes and Skill Caps on Legends == | ||
| Line 143: | Line 188: | ||
* [[Warrior]] | * [[Warrior]] | ||
On a three-class character, the calculator uses the highest applicable Dual Wield cap supplied by any | On a three-class character, the calculator uses the highest applicable Dual Wield cap supplied by any selected class. Class caps are not added together. | ||
The current working level- | The current working level-50 cap model is: | ||
{| class="eoTable2" style="width:70%" | {| class="eoTable2" style="width:70%" | ||
| Line 151: | Line 196: | ||
! Class | ! Class | ||
! Working per-level formula | ! Working per-level formula | ||
! | ! Modeled cap through level 50 | ||
! Status | ! Status | ||
|- | |- | ||
| Line 157: | Line 202: | ||
| <code>(Level × 5) + 5</code> | | <code>(Level × 5) + 5</code> | ||
| 210 | | 210 | ||
| Working model | | Working model | ||
|- | |- | ||
| style="text-align:left"| '''[[Beastlord]]''' | | style="text-align:left"| '''[[Beastlord]]''' | ||
| <code>(Level × 5) + 5</code> | | <code>(Level × 5) + 5</code> | ||
| 210 | | 210 | ||
| Working model | | Working model | ||
|- | |- | ||
| style="text-align:left"| '''[[Monk]]''' | | style="text-align:left"| '''[[Monk]]''' | ||
| Line 172: | Line 217: | ||
| <code>(Level × 5) + 5</code> | | <code>(Level × 5) + 5</code> | ||
| 210 | | 210 | ||
| Working model | | Working model | ||
|- | |- | ||
| style="text-align:left"| '''[[Rogue]]''' | | style="text-align:left"| '''[[Rogue]]''' | ||
| <code>(Level × 6) + 5</code> | | <code>(Level × 6) + 5</code> | ||
| 210 | | 210 | ||
| | | Working model | ||
|- | |- | ||
| style="text-align:left"| '''[[Warrior]]''' | | style="text-align:left"| '''[[Warrior]]''' | ||
| <code>(Level × 5) + 5</code> | | <code>(Level × 5) + 5</code> | ||
| 210 | | 210 | ||
| Working model | | Working model | ||
|} | |} | ||
| Line 194: | Line 239: | ||
</pre> | </pre> | ||
The calculator assumes the character's Dual Wield skill is trained to the applicable cap | The calculator assumes the character's Dual Wield skill is trained to the applicable cap unless an actual skill value is entered. | ||
== Era-Dependent and Unconfirmed Mechanics == | == Era-Dependent and Unconfirmed Mechanics == | ||
The following mechanics have | The following mechanics have changed between EverQuest eras or differ among community servers and emulator implementations. Their exact behavior on EverQuest Legends should be confirmed directly rather than inherited from another era. | ||
=== Exact Dual Wield Chance Formula === | === Exact Dual Wield Chance Formula === | ||
| Line 204: | Line 249: | ||
The exact Legends formula that converts level and Dual Wield skill into offhand success chance is not yet confirmed. | The exact Legends formula that converts level and Dual Wield skill into offhand success chance is not yet confirmed. | ||
Several | Several reference models exist: | ||
{| class="eoTable2" style="width:85%" | {| class="eoTable2" style="width:85%" | ||
| Line 218: | Line 263: | ||
| style="text-align:left"| Historical Project 1999 Warrior estimate | | style="text-align:left"| Historical Project 1999 Warrior estimate | ||
| <code>(Level + Dual Wield Skill) ÷ 475</code> | | <code>(Level + Dual Wield Skill) ÷ 475</code> | ||
| | | Outside Warrior testing; not confirmed on Legends | ||
|- | |- | ||
| style="text-align:left"| Current EQEmu | | style="text-align:left"| Current EQEmu reference implementation | ||
| | | Uses a different divisor / Ambidexterity treatment | ||
| | | Useful reference, but not proof of Legends behavior | ||
|- | |- | ||
| style="text-align:left"| EverQuest Legends | | style="text-align:left"| EverQuest Legends | ||
| Line 233: | Line 274: | ||
|} | |} | ||
The calculator currently retains the historical <code>400</code> working divisor for Bard, Beastlord, Monk, Ranger, and Rogue and the historical <code>475</code> Warrior estimate so that it can produce a comparison result. | |||
These values are explicitly provisional. | |||
=== Ambidexterity === | === Ambidexterity === | ||
'''Confirmed on EverQuest Legends:''' [[Alternate Advancement|Ambidexterity]] is listed as increasing successful Dual Wield chance by '''32%'''. | |||
The exact mathematical application of that 32% is not yet confirmed. | |||
Possible implementations include: | |||
* multiplying the base success chance by <code>1.32</code>, | |||
* adding a raw value of 32 to an internal Dual Wield calculation, | |||
* another Legends-specific implementation. | |||
The calculator | The calculator currently models Ambidexterity as a <code>× 1.32</code> multiplier and caps the resulting Dual Wield chance at 100%. | ||
This is a working assumption and should be replaced when a controlled Legends parse establishes the actual implementation. | |||
=== Exact Damage-Bonus Formula and Rounding === | |||
The later/live formula used by the calculator is currently the best match to observed Legends damage bonuses. | |||
However, Legends-specific confirmation is still needed for: | |||
* exact integer rounding or truncation, | |||
* whether level 28 is the exact activation level, | |||
* whether the 0.8 and 1.1 handedness modifiers are identical on Legends, | |||
* whether the 50-delay cap is identical, | |||
* whether all multiclass combinations receive damage bonus identically, | |||
* whether any Legends AA, stance, invocation, or item effect grants secondary-hand damage bonus. | |||
The older classic formula: | |||
<pre> | <pre> | ||
| Line 267: | Line 313: | ||
</pre> | </pre> | ||
and historical two-handed lookup tables should be treated as '''historical mechanics''', not as the current Legends calculator model. | |||
=== Double Attack, Triple Attack, and Flurry === | === Double Attack, Triple Attack, and Flurry === | ||
| Line 306: | Line 319: | ||
Additional attacks are excluded from the basic calculator because their relative effect depends on hand-specific eligibility. | Additional attacks are excluded from the basic calculator because their relative effect depends on hand-specific eligibility. | ||
The following should be confirmed on Legends: | |||
* Whether secondary attacks can Double Attack at every Double Attack skill value. | * Whether secondary attacks can Double Attack at every Double Attack skill value. | ||
* Whether the secondary hand has a minimum Double Attack skill requirement. | * Whether the secondary hand has a minimum Double Attack skill requirement. | ||
* Whether | * Whether two-handed attacks receive different Double Attack treatment. | ||
* Whether Triple Attack is | * Whether Triple Attack is primary-only. | ||
* Whether flurry can trigger from primary, secondary, or both. | * Whether flurry can trigger from primary, secondary, or both. | ||
* Whether | * Whether multiclass selection changes these rules. | ||
When the same additional-attack multiplier applies equally to | When the same additional-attack multiplier applies equally to both compared setups, it cancels from the relative comparison. When eligibility differs by hand, it does not. | ||
=== Proc Rates === | === Proc Rates === | ||
| Line 321: | Line 334: | ||
Proc damage is not included because proc behavior may differ by: | Proc damage is not included because proc behavior may differ by: | ||
* | * primary versus secondary hand, | ||
* | * weapon delay, | ||
* Dexterity | * Dexterity, | ||
* | * proc-per-minute normalization, | ||
* | * Legends-specific item or AA effects. | ||
A weaker | A weaker normalized weapon score can still produce better actual DPS when its proc contribution is sufficiently strong. | ||
=== Skill Acquisition Levels === | === Skill Acquisition Levels === | ||
Historical class tables disagree about the level at which several classes acquire Dual Wield. | |||
EverQuest Legends multiclassing also differs from historical EverQuest. | |||
The calculator assumes | The calculator therefore assumes the character already possesses Dual Wield and focuses on the applicable skill cap. | ||
=== Post-Level-50 Skill Caps === | === Post-Level-50 Skill Caps === | ||
EverQuest | Historical EverQuest sources commonly list later caps such as: | ||
* Bard: 210 | * Bard: 210 | ||
| Line 351: | Line 361: | ||
* Warrior: 240 | * Warrior: 240 | ||
These | These should not be treated as confirmed future Legends caps. They should be retested if the Legends level cap increases. | ||
=== Empty-Hand and Primary-Slot Requirements === | === Empty-Hand and Primary-Slot Requirements === | ||
Historical implementations have differed in their treatment of an empty primary slot, Hand to Hand, and secondary-only weapons. | |||
The following | The following should be tested directly on Legends: | ||
* Whether a non-Monk can attack with a secondary weapon while | * Whether a non-Monk can attack with a secondary weapon while primary is empty. | ||
* Whether a Monk can use an empty primary hand with a secondary weapon. | * Whether a Monk can use an empty primary hand with a secondary weapon. | ||
* Whether an empty secondary slot can still | * Whether an empty secondary slot can still trigger Dual Wield checks. | ||
* Whether Hand to Hand | * Whether Hand to Hand uses the same independent-timer behavior as equipped weapons. | ||
== Legends Verification Priorities == | == Legends Verification Priorities == | ||
The highest-priority tests are: | The highest-priority remaining tests are: | ||
# '''Dual Wield chance:''' | # '''Dual Wield chance:''' compare secondary attack opportunities against successful secondary attacks over a long parse. | ||
# '''Ambidexterity:''' repeat the same | # '''Ambidexterity:''' repeat the same parse before and after Ambidexterity with no other changes. | ||
# '''Damage bonus:''' | # '''Damage bonus rounding:''' record level, weapon damage, delay, handedness, and displayed damage bonus for many weapons. | ||
# ''' | # '''Damage bonus activation:''' test levels immediately below and above level 28. | ||
# '''Class skill caps:''' record | # '''Additional attacks:''' separately test Double Attack and other extra attacks from primary and secondary. | ||
# '''Class skill caps:''' record displayed caps by level for every Dual Wield-granting class. | |||
For Dual Wield testing, attempted swings should be distinguished from successful hits whenever possible because hit rate is separate from the Dual Wield check. | |||
== | == References == | ||
* [[Alternate Advancement]] — | * [[Alternate Advancement]] — Legends Ambidexterity description. | ||
* [[Game Mechanics]] — inherited | * [[Game Mechanics]] — inherited combat-mechanics notes. | ||
* [https://forums.everquest.com/index.php?threads/ratio-calculation-with-elemental-damage.274525/ EverQuest Forums — Daybreak developer explanation of the normalized weapon damage-bonus formula] | |||
* [https://wiki.project1999.com/Game_Mechanics#Comparing_Weapons Project 1999 Game Mechanics — Comparing Weapons] | * [https://wiki.project1999.com/Game_Mechanics#Comparing_Weapons Project 1999 Game Mechanics — Comparing Weapons] | ||
* [https://wiki.project1999.com/Game_Mechanics#Dual_Wield Project 1999 Game Mechanics — Dual Wield] | * [https://wiki.project1999.com/Game_Mechanics#Dual_Wield Project 1999 Game Mechanics — Dual Wield] | ||
* [https://github.com/EQEmu/EQEmu/blob/master/zone/attack.cpp Current EQEmu | * [https://github.com/EQEmu/EQEmu/blob/master/zone/attack.cpp Current EQEmu combat reference implementation] | ||
* [https://github.com/EQEmu/EQEmu/blob/master/zone/client_process.cpp Current EQEmu primary and secondary timer processing] | * [https://github.com/EQEmu/EQEmu/blob/master/zone/client_process.cpp Current EQEmu primary and secondary timer processing] | ||
Latest revision as of 05:01, 11 August 2026
Dual Wield is the combat skill that allows a character to make attacks with an eligible weapon equipped in the secondary slot while continuing to attack with the primary slot.
Dual Wield Calculator
The calculator provides a target-neutral comparison between two one-handed weapons and one two-handed weapon.
It is a normalized weapon comparison, not a complete average-DPS simulator. Its result is most useful when comparing weapons on the same character against the same target when the relevant weapon skills are similarly trained.
Calculator Score
The calculator uses the traditional normalized weapon-score comparison:
Main-hand score =
((2 × Main Damage) + Main-Hand Damage Bonus)
÷ Main Delay
Offhand score =
Modeled Dual Wield Chance
× ((2 × Offhand Damage) ÷ Offhand Delay)
Dual Wield score =
Main-hand score + Offhand score
Two-Hander score =
((2 × Two-Hander Damage) + Two-Hand Damage Bonus)
÷ Two-Hander Delay
The factor of 2 × damage is a comparison benchmark, not the exact average damage of every successful hit.
The calculator automatically tests both one-handed arrangements:
- Weapon A in primary and Weapon B in secondary.
- Weapon B in primary and Weapon A in secondary.
This matters because the primary and secondary weapons swing independently, but the secondary weapon's attack opportunity is additionally gated by the Dual Wield check.
The calculator does not currently model:
- Target avoidance or exact hit rate.
- Unequal weapon-skill values.
- STR, ATK, Offense, or target mitigation.
- Double Attack, Triple Attack, flurry, critical hits, or special attacks.
- Proc damage or hand-specific proc behavior.
- Haste rounding, minimum-delay rules, or other timer rounding.
- Stances, invocations, disciplines, or temporary combat modifiers.
- Encounter-specific weaknesses, resistances, or armor.
These omitted mechanics can change actual combat performance, especially when the calculator reports a close result.
Core Mechanics
Independent Weapon Timers
Confirmed on EverQuest Legends: the primary and secondary weapons use independent attack timers.
Each weapon uses its own delay. A fast secondary weapon can therefore reach multiple offhand attack opportunities before a slower primary weapon reaches its next attack.
Equipping a slower primary weapon does not directly slow the secondary weapon, and equipping a slower secondary weapon does not directly slow the primary weapon.
Offhand Attack Opportunities
When the secondary weapon's timer becomes ready, the game performs a Dual Wield check.
A successful check permits the secondary attack opportunity to proceed. A failed check produces no secondary attack for that timer cycle.
Higher Dual Wield skill therefore increases the percentage of secondary timer opportunities that become attacks. It does not change the secondary weapon's listed delay.
Damage Bonus Is a Separate Flat Addition
Weapon damage bonus is treated separately from the rolled weapon-damage portion of an attack.
STR, ATK, Offense, weapon skill, and target mitigation affect the variable weapon-damage roll. They do not directly determine the displayed weapon damage-bonus value.
Under the ordinary EverQuest hand model used by the calculator:
- An eligible primary-hand attack receives the weapon's damage bonus.
- The ordinary secondary-hand attack receives no damage bonus.
- A two-handed primary weapon receives its own damage bonus.
- Damage bonus is applied per eligible primary-hand hit.
This means the damage bonus must be calculated for the specific weapon placed in primary. It is not a single universal one-handed value.
Primary and Secondary Hand Assignment
At less than 100% Dual Wield chance, hand assignment matters because:
- The primary weapon attacks whenever its own timer is ready.
- The secondary weapon attacks only when its own timer is ready and the Dual Wield check succeeds.
The calculator therefore tests both hand assignments automatically.
In general, the stronger base weapon score becomes more valuable in primary as Dual Wield chance falls, because primary attacks are not reduced by the Dual Wield success check.
Hand Assignment at 100% Dual Wield Chance
At exactly 100% Dual Wield chance, the ordinary weapon-damage contribution of the same two one-handed weapons is identical regardless of which hand holds them.
Under the working modern damage-bonus formula below, damage bonus is also normalized substantially by weapon delay.
When both one-handed weapons:
- have damage less than or equal to character level, and
- have delays of 50 or less,
the unrounded damage-bonus contribution per unit of delay is effectively the same for both weapons. In that common case, hand assignment at 100% Dual Wield chance is effectively neutral apart from integer rounding and any other hand-specific mechanics.
Hand assignment can still matter when:
- one weapon's damage exceeds character level,
- a weapon's delay exceeds the 50-delay damage-bonus cap,
- integer damage-bonus rounding changes the result,
- one hand receives a special proc, AA, discipline, or attack rule not shared by the other.
The calculator always tests both arrangements rather than assuming one universal hand rule.
Shared Modifiers
A modifier that affects both compared setups by the same proportion does not change which setup wins a normalized comparison.
Ordinary haste is therefore omitted from the calculator when the same haste applies to all compared weapons.
STR and ATK are also omitted from the simple comparison because the calculator is intended as a target-neutral weapon comparison rather than a complete melee simulator. A full expected-DPS model would require the attacker's combat statistics, the target's mitigation and avoidance, weapon skills, and the damage-roll distribution.
Working Legends Damage Bonus Model
EverQuest damage-bonus formulas have changed over time.
The older classic-era one-handed formula and historical two-handed lookup tables do not match observed EverQuest Legends damage bonuses well.
The calculator therefore uses a later/live EverQuest damage-bonus formula published by a Daybreak developer. This model closely matches the currently observed Legends values across a range of one-handed and two-handed weapon delays.
The working formula is:
Damage Bonus =
Hand Modifier
× max(Character Level, Weapon Damage)
× (min(Weapon Delay, 50) ÷ 40)
× (Character Level ÷ 100)
Where:
- 1H Hand Modifier = 0.8
- 2H Hand Modifier = 1.1
- Weapon delay contributes only up to 50 delay.
- If weapon damage exceeds character level, weapon damage is used instead of character level for that portion of the formula.
- Damage bonus begins at level 28 in the reference implementation.
The calculator currently truncates the modeled result to an integer:
floor(
Modifier
× max(Level, Damage)
× (min(Delay, 50) ÷ 40)
× (Level ÷ 100)
)
Exact Legends rounding has not yet been proven, so the integer treatment should still be considered part of the working model.
Why Delay Matters
Unlike the older classic one-handed damage-bonus formula, the newer formula scales the damage bonus with weapon delay.
This explains why two one-handed weapons at the same character level can display different damage bonuses and why slower two-handed weapons can receive much larger bonuses.
Because delay contribution caps at 50:
- Increasing delay from 20 to 40 increases modeled damage bonus.
- Increasing delay from 50 to 70 does not increase the delay portion further.
- A weapon with damage greater than character level can still receive a larger bonus because the formula uses
max(Level, Damage).
Classes and Skill Caps on Legends
The calculator recognizes the following classes as Dual Wield-granting classes:
On a three-class character, the calculator uses the highest applicable Dual Wield cap supplied by any selected class. Class caps are not added together.
The current working level-50 cap model is:
| Class | Working per-level formula | Modeled cap through level 50 | Status |
|---|---|---|---|
| Bard | (Level × 5) + 5
|
210 | Working model |
| Beastlord | (Level × 5) + 5
|
210 | Working model |
| Monk | (Level × 7) + 5
|
252 | Supported by observed caps of 89 at level 12 and 96 at level 13 |
| Ranger | (Level × 5) + 5
|
210 | Working model |
| Rogue | (Level × 6) + 5
|
210 | Working model |
| Warrior | (Level × 5) + 5
|
210 | Working model |
The class-specific cap is applied after the per-level calculation.
For example, the observed Monk progression is:
Level 12: (12 × 7) + 5 = 89 Level 13: (13 × 7) + 5 = 96
The calculator assumes the character's Dual Wield skill is trained to the applicable cap unless an actual skill value is entered.
Era-Dependent and Unconfirmed Mechanics
The following mechanics have changed between EverQuest eras or differ among community servers and emulator implementations. Their exact behavior on EverQuest Legends should be confirmed directly rather than inherited from another era.
Exact Dual Wield Chance Formula
The exact Legends formula that converts level and Dual Wield skill into offhand success chance is not yet confirmed.
Several reference models exist:
| Reference | Chance model | Status for Legends |
|---|---|---|
| Historical Project 1999 community model | (Level + Dual Wield Skill) ÷ 400
|
Conjectural; not confirmed on Legends |
| Historical Project 1999 Warrior estimate | (Level + Dual Wield Skill) ÷ 475
|
Outside Warrior testing; not confirmed on Legends |
| Current EQEmu reference implementation | Uses a different divisor / Ambidexterity treatment | Useful reference, but not proof of Legends behavior |
| EverQuest Legends | Unknown | Requires a controlled in-game parse |
The calculator currently retains the historical 400 working divisor for Bard, Beastlord, Monk, Ranger, and Rogue and the historical 475 Warrior estimate so that it can produce a comparison result.
These values are explicitly provisional.
Ambidexterity
Confirmed on EverQuest Legends: Ambidexterity is listed as increasing successful Dual Wield chance by 32%.
The exact mathematical application of that 32% is not yet confirmed.
Possible implementations include:
- multiplying the base success chance by
1.32, - adding a raw value of 32 to an internal Dual Wield calculation,
- another Legends-specific implementation.
The calculator currently models Ambidexterity as a × 1.32 multiplier and caps the resulting Dual Wield chance at 100%.
This is a working assumption and should be replaced when a controlled Legends parse establishes the actual implementation.
Exact Damage-Bonus Formula and Rounding
The later/live formula used by the calculator is currently the best match to observed Legends damage bonuses.
However, Legends-specific confirmation is still needed for:
- exact integer rounding or truncation,
- whether level 28 is the exact activation level,
- whether the 0.8 and 1.1 handedness modifiers are identical on Legends,
- whether the 50-delay cap is identical,
- whether all multiclass combinations receive damage bonus identically,
- whether any Legends AA, stance, invocation, or item effect grants secondary-hand damage bonus.
The older classic formula:
floor((Level − 25) ÷ 3)
and historical two-handed lookup tables should be treated as historical mechanics, not as the current Legends calculator model.
Double Attack, Triple Attack, and Flurry
Additional attacks are excluded from the basic calculator because their relative effect depends on hand-specific eligibility.
The following should be confirmed on Legends:
- Whether secondary attacks can Double Attack at every Double Attack skill value.
- Whether the secondary hand has a minimum Double Attack skill requirement.
- Whether two-handed attacks receive different Double Attack treatment.
- Whether Triple Attack is primary-only.
- Whether flurry can trigger from primary, secondary, or both.
- Whether multiclass selection changes these rules.
When the same additional-attack multiplier applies equally to both compared setups, it cancels from the relative comparison. When eligibility differs by hand, it does not.
Proc Rates
Proc damage is not included because proc behavior may differ by:
- primary versus secondary hand,
- weapon delay,
- Dexterity,
- proc-per-minute normalization,
- Legends-specific item or AA effects.
A weaker normalized weapon score can still produce better actual DPS when its proc contribution is sufficiently strong.
Skill Acquisition Levels
Historical class tables disagree about the level at which several classes acquire Dual Wield.
EverQuest Legends multiclassing also differs from historical EverQuest.
The calculator therefore assumes the character already possesses Dual Wield and focuses on the applicable skill cap.
Post-Level-50 Skill Caps
Historical EverQuest sources commonly list later caps such as:
- Bard: 210
- Beastlord: 210
- Monk: 252
- Ranger: 240
- Rogue: 245
- Warrior: 240
These should not be treated as confirmed future Legends caps. They should be retested if the Legends level cap increases.
Empty-Hand and Primary-Slot Requirements
Historical implementations have differed in their treatment of an empty primary slot, Hand to Hand, and secondary-only weapons.
The following should be tested directly on Legends:
- Whether a non-Monk can attack with a secondary weapon while primary is empty.
- Whether a Monk can use an empty primary hand with a secondary weapon.
- Whether an empty secondary slot can still trigger Dual Wield checks.
- Whether Hand to Hand uses the same independent-timer behavior as equipped weapons.
Legends Verification Priorities
The highest-priority remaining tests are:
- Dual Wield chance: compare secondary attack opportunities against successful secondary attacks over a long parse.
- Ambidexterity: repeat the same parse before and after Ambidexterity with no other changes.
- Damage bonus rounding: record level, weapon damage, delay, handedness, and displayed damage bonus for many weapons.
- Damage bonus activation: test levels immediately below and above level 28.
- Additional attacks: separately test Double Attack and other extra attacks from primary and secondary.
- Class skill caps: record displayed caps by level for every Dual Wield-granting class.
For Dual Wield testing, attempted swings should be distinguished from successful hits whenever possible because hit rate is separate from the Dual Wield check.
References
- Alternate Advancement — Legends Ambidexterity description.
- Game Mechanics — inherited combat-mechanics notes.
- EverQuest Forums — Daybreak developer explanation of the normalized weapon damage-bonus formula
- Project 1999 Game Mechanics — Comparing Weapons
- Project 1999 Game Mechanics — Dual Wield
- Current EQEmu combat reference implementation
- Current EQEmu primary and secondary timer processing