How to Calculate your Maximum Damage
If you are interested its worthwhile reading the following
stuff. The quick answer is:
Remember the formula for MAX:
[(Weapon Skill + STR)/100) * DMG] + Level Damage Bonus
We're talking about pre-20th levels, so Level Damage Bonus is zero.
DMG is the amount of damage your weapon does.
So figure the following formula:
[((Weapon Skill + STR)/100) * DMG] = 29
29 is the cap for damage for people under level 20. This
was done to reduce the effect of twinking. Twinking is giving your or someone
else's low level character high level weapons in order to make them level
quicker.
The max damage you will get under level 20 for your weapon
is 29. Strength and Weapon Skill directly affect the amount of damage you
can do. So if you are not getting 29 damage in a hit you have to increase
strength, skill level, and the damage stat of your weapon.
Back to main
This is the documentation:
BenJones
Station Member
posted
01-11-2001 07:31 AM
I understand the speed of weapons somewhat. I know the lower the number the
faster the weapon. I know that a weapon with a high number for damage and speed,
might not be as agood as a weapon with a lower number in damage and a lower
number is speed. Ok so thats what I do know.
But my 2H sword says its damage is 12. But I hit for a lot more damage than
12. I know my level and skill level in 2H slash have something to do with it.
Does a high strength mean more damage or does it mean that the chances of you
getting the max damage is more likely? How do I determing what my max damage
will be?
BenJones
Station Member
posted
01-12-2001 10:54 AM
Can anyone help?
Axterix
Station Member
posted
01-12-2001 11:04 AM
http://forums.eqforge.com/shaman/showthread.php3?threadid=3678
Read through that 
It'll explain that your typical max hit is dmg*2 + ((level-25)/3) and what
strength adds to that. The result of some log parsing.
Keep in mind that there are level caps... 1-9 it's 20/21, 10-19 it's 30/31.
http://forums.eqforge.com/shaman/showthread.php3?threadid=3678
Hi!
For those of you who haven't been reading the
So,
Stat Buffs Are Useless? thread, I'm
Ruatha! I'm a 46th level Gnome Warriorette from the Brell Serilis server!
/wave
I'm also a big math geek, and I love to poke at the innards of the EQ Combat
Engine with my +3 Sharp Stick of Poking and Annoyance(tm) to figure out how it
works. As a Warrior, the EQ Combat Engine is REALLY important to me, because the
more I know about how it works, the more I'll know about how to make myself a
better warrior. And as a Gnome Warrior I have a vested interest in
knowing how stats like STR and DEX and so on affect melee. This is because we
Gnome Warriors, while being some of the brainiest Warriors around, don't have a
real robust physique. (I'm a Warrior. With all my gear on, my STR is 110. My INT
is 119. Think of me as the brainy little kid down the street, only heavily armed
and armored.) So I need to know as much as I can about how stats affect combat
so that I can buff up the important stats with gear and ignore the unimportant
stats.
So in that thread I mention above, I've been having a blast talking about all
kinds of math geekery and stuff. But there were some comments made and/or
questions asked by some of the other posters in the thread that made me think
that maybe it would be useful if I did a complete brain dump on what I know
about how the EQ Combat Engine works, along with some spiffy graphs to provide
visual aids. Then maybe the math geeks in the Shaman community could throw in
THEIR knowledge, and we can push the "frappé" button and see what
comes out! (If you already know all this stuff -- and I figure most Shamans do
'cause they wanna know how buffs work -- then you can just skip on to the next
message or something.)
FIRST GRAPH
This
is a Damage Profile for a Journeyman's Walking Stick (DMG 9, DLY 24) as wielded
*mostly* in my primary hand.
I dual-wield 99% of the time. My other weapon is a Kunzar Ku'Juch (8/22). When I
log a combat session, the hits from the Journeyman's Walking Stick are mixed up
with the hits from the Kunzar Ku'Juch. However, since the JWS is a 1-hand Blunt
weapon and the Kunzar is a 1-hand Slash weapon, I can go through my logs with a
text editor and remove everything but the hits from the weapon I'm analyzing.
Which is exactly what I did to get the graph above.
Before explaining the graph in detail, let's talk about the Level Damage Bonus.
For those of you who don't know, Hybrid and Fighter Classes get a Level Damage
Bonus. This bonus is different for 1-handed weapons vs. 2-handed weapons. For
1-handed weapons, the Level Damage Bonus is calculated by the following formula:
Level Damage Bonus = (Level - 25)/3
This bonus is added to every successful hit made by the primary hand starting at
28th level. The offhand doesn't get the bonus.
As a 46th level warrior, my Level Damage Bonus is (46 - 25)/3 == 21/3 = 7. So
every successful hit done by my primary hand has 7 points of damage added to it.
So! Let's look at the graph. The things that might immediately jump out at you
and grab your attention are:
1) The prominent peak at 25.
2) The secondary peak at 8.
3) The smattering of hits along the range 1-7.
4) The smattering of hits along the range 35-73.
Let's take a look at these in turn:
The prominent peak at 25 is what we call the "Magic Number." When
you're fighting blues, it is the number which will receive the largest number of
hits. It turns out that if you're fighting blues, you will hit for the Magic
Number approximately 12-13% of the time. It also turns out that the Magic Number
can be precisely calculated by using this formula:
Magic Number = [(2 * DMG) + (Level Damage Bonus)]
For Fighter/Melee characters below 28th level, the Level Damage Bonus is zero.
So the Magic Number for these characters is simply (2 * DMG).
The Journeyman's Walking Stick has a DMG of 9. According to this formula, and
recalling from above that my Level Damage Bonus is 7, then my Magic Number will
be [(2 * 9) + (7)] == (18 + 7) == 25.
And sure enough, the biggest peak falls on 25.
The second-highest peak on the graph falls at the Minimum Damage Number (aka
MIN). MIN can be precisely calculated using the following formula:
MIN = 1 + Level Damage Bonus
According to this, my MIN should be 1 + 7 = 8. And sure enough, the
second-highest peak on the graph falls at 8.
At this point, the quick-thinking among you will be wondering: "If your MIN
is 8, why do you have a few hits along the range 1 to 7?"
Those hits happened during a few combats where, for tactical reasons, I switched
my weapons around. So for a few combats, I had my JWS in the offhand. The
offhand doesn't get the Level Damage Bonus, so the MIN for the offhand is always
1. Unfortunately, there wasn't an easy, consistent method of removing those few
combats where the JWS was in my offhand. So I left 'em in. So just pretend that
those few hits from 1 to 7 aren't there.
Next, you will notice that the majority of hits fall between these two peaks in
a roughly (VERY roughly) even distribution. I say "even" because the
lesser peaks between MIN and the Magic Number are almost always compensated by
"valleys". In other words, there is a small peak at 12. But there's a
"valley" at 9, which tends to even out the peak at 12. This becomes
most evident when you use a weapon with a high DMG rating. There are prominent
spikes along the graph from MIN to Magic Number, but between these spikes are
relatively few hits.
Above the Magic Number are two types of hits, one type of which is exclusive to
Warriors.
The hits above the Magic Number that are exclusive to Warriors are Critical Hits
and Crippling Blows. According to Verant (so take with a grain of salt), the
minimum value for a Critical Hit is [(2 * DMG) + 1 + Level Damage Bonus]. A
Crippling Blow is a Critical Hit that occurs after the Warrior has gone berserk
(which occurs when the warrior hits around 1/3rd of their total health).
According to Verant (more grains of salt), the minimum value for a Crippling
Blow is [(4 * DMG)+ Level Damage Bonus]. Crippling Blows also have a chance to
stun the MOB.
They also don't occur very frequently. 1-3% of your total hits is the usual
number given. You'll hear a lot of Warriors refer to Crits and Crips as
"eye candy." The graph above shows why. All the hits from 36 to 73 on
the graph are crits/crips. Some of the hits from 33 to 35 are also crits.
Compare the scattering of crits and crips to the huge bulk of hits from 8 to 34
and you'll see that crits and crips don't affect a Warrior's average damage
output to any significant degree.
The second type of hits that occur above the Magic Number are the hits that
range from (Magic Number + 1) to the Maximum Damage (aka MAX). These are the
hits that will be of the most interest to Shamans. Why? Because these hits (and
these hits alone) are the ones that are affected by STR.
The value of MAX can be calculated by this formula:
MAX = [((Weapon Skill + Strength)/100) * (DMG)) + (Level Damage Bonus)]
My 1HBlunt skill is 200. My STR is 110. The JWS has a DMG of 9. My Level Damage
Bonus is 7. So according to this formula, my max damage for the primary hand
wielding a JWS should be:
[((200 + 110)/100) * (9)] + 7 == (3.1 * 9) + 7 == 27.9 + 7 == 34.9
Fractions are dropped, so my MAX with the JWS in my primary hand is 34 points of
damage. You will notice that there is a small amount of hits at 35. This is
because for some of these fights I had the 10-point Necro STR buff, which put my
MAX at 35. But for the most part I was fighting at 110 STR, putting my MAX at
34.
Referring back to the So,
Stat Buffs Are Useless? thread, a
67-point STR buff would have the following effect:
[((200 + 177)/100) * (9)] + 7 = (3.77 * 9) + 7 = 40.93
Again, the fractions are dropped, so the 67 point STR buff moves my MAX from 34
to 40.
What the 67-point STR buff doesn't do is affect any of the other
hits from MIN to 34. Higher STR doesn't weight your hits towards the higher end
of the spectrum. It simply extends the total range of your possible hits by
increasing the value of MAX.
This is evident by the fact that graphs of weapons with the same DMG rating look
more or less the same, with the exception that higher STR produces a higher MAX.
In other words, let's say that I had the 67-point STR buff. As I mentioned
earlier, that would put my MAX at 40 instead of 34.
If I were to log my combats with this buff, and if I then edited the log with a
text editor to remove all the hits for 35 and higher, the Damage Profile that
would result would look more-or-less identical to my Damage Profile above
(except, of course, for the errant hits from 1 to 7).
This bears repeating, because it's crucial to understanding how STR affects
melee. So consider another example:
Pretend I'm a 46th level Ogre Warrior with the same gear, but with 255 STR. 255
STR would put my MAX at 47. I go off and log my combat sessions. After I'm done,
I go into the logs with a text editor and remove all the hits higher than 34.
Then I create a Damage Profile.
If I did this, you would not be able to tell from looking at the resulting
Damage Profile that my STR was really 255 and that I edited out the hits above
34. The graph would look more-or-less identical to a graph generated by a 110
STR warrior using the same weapons.
If you'd like proof, here's a Damage Profile taken by Copeland, a 52nd level
Warrior with 203 STR using a Lamentation (DMG 9) in his primary hand:

Knock off the stuff on this graph at 35 and higher, knock off the hits from 1-7
and everything above 35 from my graph, and you'll have two graphs that look
roughly the same.
Why is that important? Because what it means is that as a total percentage of
your damage output, a STR buff only gets you the extra points above your
unbuffed MAX. Look at my graph from 8 to 34. Note that if I were 52nd level, the
whole graph would be shifted up 2 points. So pretend that the range runs from 10
to 36 instead of from 8 to 34. Now look at Copeland's graph from 37 to 46.
Pretending for a moment that I'm 6 levels higher, the only thing Copeland's
extra 93 points of STR gets him over and above the damage I put out are the
points along the range from 37 to 46. His Damage Distribution from 10 to 36 will
look more-or-less identical to mine.
SECOND GRAPH

Okay, so it's really the third graph. But it's only the second one of *my*
graphs. So there. 
This is the Damage Profile for a Kunzar Ku'juch (8/22) in my offhand. Although
it's not as obvious here as in the first graph, this graph also has a few
battles logged where I had the Kunzar in my primary hand. Like the first graph,
the amount of hits where this occurred is a negligible fraction of the total
hits, so the graph isn't affected in any meaningful way. For the most part, the
overwhelming majority of these hits were with the Kunzar in the offhand.
The key thing to keep in mind: The offhand doesn't get the Level Damage Bonus.
So for all the formulas presented earlier in this post, the Level Damage Bonus
is zero.
So the Magic Number for the offhand is simply (2 * DMG) == (2 * 8) == 16. The
MIN is simply 1. The MAX is [((Weapon Skill + STR)/100) * DMG] == [((200 +
110)/100) * 8] == 24.8, rounded down to 24.
And sure enough, we have the biggest peak at 16, a secondary peak at 1, and
non-critical hits ranging up to 24. (Again, as before, there are a small number
of hits for 25, which comes from the fights where my STR was 120 instead of 110
thanks to the 10-point Necro STR buff.) Additionally, we have a smattering of
offhand crits and crips ranging from 26-points to 49-points.
SO WHERE ARE STR BUFFS THE MOST EFFECTIVE?
Well, to be honest, we're not really sure. However, Recently there's been some
discussion about how the traditional formulas weigh the damage distribution.
These formulas make the following assumption: 90% of your damage output occurs
along the range MIN to Magic Number. Note that this range is unaffected by STR.
Note further that there is currently no evidence to suggest that the
distribution of hits along this range is affected by STR. The range itself (that
is, the actual values of MIN and Magic Number) is clearly determined by your
level and the DMG rating of your weapon. And as far as anyone has determined,
the distribution of points along this range isn't affected by anything at all
except for the MIN and the Magic Number themselves. If you fight red-conning
MOBs, you will see a shift in the point distribution for the MIN and the Magic
Number. (If you fought exclusively red MOBs, you'd find that your primary peak
was at MIN, while the Magic Number would be the secondary peak. But the
distribution of points between these two peaks would look roughly the same as if
you were fighting blues.)
In any event, the traditional weighting puts 90% of your total damage output
along a range of values that is (so far as anybody has determined) completely,
utterly unaffected by STR. The remaining 10% is assigned to the distribution of
points along the range (Magic Number + 1) to MAX.
For low DMG weapons, this is a fairly accurate weighting. But this weighting
seems to break down for high DMG weapons, especially when used by characters
with high STR.
Consider the following graph:

This is a Damage Profile for a Polyphenomenal Axe (37/48) as wielded by Qualtar,
a 54th level (at the time) Dwarven Paladin with (at the time) 171 STR.
Note the huge spread of points (69 to be exact) along the range (Magic Number +
1) to MAX. Qualtar went through this log with a fine-toothed comb, and came up
with some surprising info: The hits along the range (Magic Number + 1) to MAX
accounted for 46% of his total damage output.
Before you rush off and tell your friends to start giving STR buffs to melee
characters with high DMG weapons, understand that we're just now exploring this
particular situation. We need to understand how the hits above Magic Number are
distributed, and we need to understand what decides whether a hit falls above
the Magic Number or falls within the MIN to Magic Number range. It may turn out,
once we've figured out how it all works, that a 67-point STR buff on a Warrior
with a high DMG weapon might not only be more useful than the same buff on the
same Warrior if she was using a low DMG weapon, but might also produce a
significant increase in the Warrior's total damage output.
But then again, it might not.
SHAMAN MELEE
Thanks to the logs Arkand provided in the
So,
Stat Buffs Are Useless? thread, I was
able to generate Damage Profiles for Arkand's 52nd level Shaman. They answered
several questions I had. Thanks again to Arkand for putting them up.
When I first looked at them, I noticed that they all had huge, prominent peaks
at 1. I was puzzled by this...until I saw a line in one of the logs that said
"You bash a seafury cyclops for 1 point of damage!"
As a Shaman, Arkand's Slam skill will never increase. And it will never do more
than 1 point of damage. Once I figured THAT out, I went into the logs and
removed all the Bashes. After that, the logs made much more sense. =)
Here's his Damage Profile from his first test (where he cast
"Strength" on himself):


Interesting things to note:
1) Shamans don't get a level damage bonus (which all of you probably knew, but I
didn't
)
2) The shape of this graph is roughly (very roughly) similar to the two graphs
of my weapons and the graph of Copeland's Lamentation. The reason this
particular graph is so "jagged" is because there are less data points
overall. My first graph represents 3732 total hits. Copeland's graph probably
represents around 5000 hits. This graph of Arkand's first test represents a
total of 282 hits. As the number of hits increases, the graph becomes smoother
and begins to look more like Copeland's.
Be that as it may, you can still see the rough outlines of the same shape that
you see in my graphs and Copeland's graph.
In particular, there is a prominent peak at the Magic Number (16), a secondary
peak at MIN (1), a distribution of points from MIN to Magic Number, and a
smattering of hits from (Magic Number + 1) to MAX.
This suggests to me that the engine which drives the damage distribution of
Shaman melee works just like the engine that drives the damage distribution for
Fighter/Hybrid melee. This doesn't mean that Shamans can melee as well as
Fighter/Hybrid classes. Shamans don't get Double Attack, nor Dual Wield, nor the
Level Damage Bonus. All of these things will conspire to keep the total damage
output of Shaman melee far below the damage output of Paladins and SKs, much
less Warriors, Rogues, Monks and Rangers. It DOES mean, however, that when a
Shaman makes a single successful hit, the mechanism which determines how much
damage that hit causes to the MOB is the same mechanism (minus the Level Damage
Bonus) that makes the same determination for Warriors, or Paladins, or whatever.
Here's the Damage Profile for Arkand's 2nd test:
This is the one that really got my attention.
Note that the primary peak is NOT the Magic Number. It's the MIN. Why? Because
in this test, Arkand's 1-hand Blunt skill didn't get any higher than 150 *and*
he didn't cast STR on himself to make up the difference. Note that the Damage
Profile for Test 4 exhibits the same behavior -- which is also a test where he
didn't cast the STR buff on himself.
Note that the damage distribution of a Warrior fighting red MOBs exhibits the
same behavior.
Congratulations, Arkand. You've successfully proven that, at least in terms of
Damage Distribution, fighting a blue with a low weapon skill does indeed
simulate the damage distribution of fighting a red with a high weapon skill. =)
(However, since you didn't log your misses as well as your hits, we have no idea
what your hit/swing ratio was, nor do we know how accurately it simulates
fighting reds.)
Here's one last Damage Profile from Arkand. This is from his 3rd test, where his
1HB skill ranged from 154 to 160 and where he cast the 67-point STR buff on
himself:

The conclusions that can be drawn from this graph are left as an exercise for
the interested reader. =)
Just to add to this good post - when I did testing about a year ago on damage
distribution and strength, I reached similar conclusions. This is a graph from
an old test I posted here around September of last year, showing the % hit
frequency for varying levels of strength:
Here is a chart
summarizing some of the key variables in these tests:


It's really hard to draw any conclusion from that data as to whether strength
affects a shift from minimum damage (1) to the magic number (I think it was 24
in that example). At best it's inconclusive I think. The only conclusive
feature here is that strength extends the maximum damage figure a little
further, leading to a tiny increase in average damage.
However, more recently I did a test using two "+ATK" type buffs:
firefirst and greater wolf form on a level 51 druid. These buffs had the effect
of raising ATK from 763 to 845, but changed no other visible stat. Here is a
comparison of the hit distribution with and without these buffs (the test was
performed against the same exact mob, a low blue, and all other factors,
including level, strength, and weapon skills - 175 weapon, 200 offense -
remained constant):


Quite a different result. Clearly the ATK buffs caused a huge shift from
minimum damage amounts to magic number amounts. Here is a table also showing how
this greatly swayed average damage amounts:


As you can see, greater average damage, less misses, less minimum hits, and more
magic number hits.
I found the contrast of these two tests very interesting, and when combined with
your results, they lead me to believe that, in essence, raising ATK does not
always mean the same thing. The ATK variances in my old test were much greater
than in the recent test, yet the results weren't nearly as striking.
It seems that if you raise strength, it will increase your maximum damage
primarily, but will leave the rest of the distribution pretty much the same.
However, if you raise your ATK rating via a spell other than strength, it will
greatly affect all parameters of combat, in your favor.
[re: Arkand's 3rd test graph] The conclusions that can be drawn from this
graph are left as an exercise for the interested reader. =)
Since you took the time to actually parse out that data, can you clarify whether
the 1H blunt skill really changed during the test? If the test showing a
distribution toward magic number hits was performed later in time, and there
were skill increases along the way, that may explain a lot about why the
distribution of the second graph is different - not because of STR, but because
he gained skill. This aspect was not very clear in your post.
[This message has been edited by Tudamorf (edited 09-15-2000).]
It seems that if you raise strength, it will increase your maximum damage
primarily, but will leave the rest of the distribution pretty much the same.
However, if you raise your ATK rating via a spell other than strength, it will
greatly affect all parameters of combat, in your favor.
I think this is more easily explainable by the simple fact that the two ATK
buffs essentially compensated for your 175 weapon skill.
Consider: We have a 39th level Warrior with a STR of 100 and a 1HSlash skill of
200. We also have a 39th level Warrior with a STR of 200 and a 1HSlash skill of
100. Assume that the Offense skill for both is maxed. This means that their MAX
damage for the same 1HSlash weapon will be the same. Give these two Warriors the
same 1HSlash weapon and throw them at the same blue-conning MOB. Who will be
more effective against it?
The smart money will bet on the Warrior with 200 skill and 100 STR.
The graphs from Arkand's logs show two things:
1) Low weapon skill (for appropriate values of "Low") will produce a
damage distribution where the MIN has a higher peak than the Magic Number.
2) A sufficiently large STR buff can compensate for low weapon skill. In other
words, 140 Weapon Skill + 60-point STR buff seems to be equivalent to a 200
Weapon Skill and no STR buff.
Consider the Damage Profile of Arkand's 1st test compared with his 4th test:
FIRST TEST
FOURTH
TEST
Things to note here: There is significant overlap of ATK values in both tests.
In the first test, Arkand's ATK rating ranged from 770 to 780. In the fourth
test, Arkand's ATK rating ranged from 767 to 788.
Note, however, that the Damage Profile of the first test has the prominent peak
at Magic Number. The Damage Profile of the fourth test has the prominent peak at
MIN. Why?
Because in the first test, Arkand cast STR on himself. His skill ranged from 141
to 143 in the first test, but the 67-point STR buff compensated for that low
skill. In essence, the 67-point STR buff artificially boosted his weapon skill
to 200.
In the fourth test, Arkand did not cast STR on himself. His ATK rating was
simply a reflection of his Weapon Skill + unbuffed STR + Offense Skill. And
during the fourth test, Arkand's weapon skill ranged from 161 to 168. But he had
no buffs to compensate for this low Weapon Skill, so the Damage Profile has the
big peak at MIN.
This suggests to me that STR buffs (and almost certainly ATK buffs as well) act
primarily as a boost to Weapon Skill if the weapon skill is low. Once the weapon
skill hits a value that is considered to be "not low" (and who knows
how that value is calculated?), the effect of the buff diminishes.
It is known that a 67-point STR buff on a Warrior with maxed Weapon and Offense
skill for her level won't have a significant effect on her damage output aside
from moving the value for MAX up the appropriate number of points. Compare the
peaks at MIN and Magic Number on my first Damage Profile vs. the peaks at MIN
and Magic Number for Copeland's Damage Profile. If STR did more than move the
MAX and compensate for low weapon skill, then Copeland (with 93 more points of
STR than me) would (in theory) have less hits at MIN compared to his hits at
Magic Number than myself. We would see a shift of his hit distribution away from
MIN and towards Magic Number.
But he doesn't. The total number of his hits for MIN is 80% of his total number
of hits for Magic Number. The total number of my hits for MIN is 78% of my total
number of hits for Magic Number. They're roughly equal, despite Copeland having
93 more points of STR than I do. Which suggests that if you were to somehow buff
my STR by 93 points, it wouldn't somehow give me a weapon skill of 293. So there
appears to be a point at which a STR buff stops acting like a boost to Weapon
Skill. My guess is that it's around 200.
Are the lower strength buffs just added 2-3 extra points on max which may
only hit a few times in a night?
Unfortunately, it certainly looks that way. The 5-point 1st level STR buff that
Shamans get is completely, utterly ineffective for any purpose at all that I can
tell except for giving you five more pounds of carrying capacity.
As the buffs add more to STR, their value becomes highly dependent on the DMG
rating of the weapon. See my post named Some
Preliminary Analysis on How STR + DMG Affects Combat
for more details.
allow me to quote ye a moment.
"Congratulations, Arkand. You've successfully proven that, at least in
terms of Damage Distribution, fighting a blue with a low weapon skill does
indeed simulate the damage distribution of fighting a red with a high weapon
skill."
So we can assume that fighting a red with a high level skill and a 67 point
strength buff will simulate me fighting a blue yes?
You shoulda quoted the very next line, Valantor, 'cause I answered that very
question. 
Here it is:
"(However, since you didn't log your misses as well as your hits, we have
no idea what your hit/swing ratio was, nor do we know how accurately it
simulates fighting reds.)"
All I can say about how accurately "low weapon skill vs. blue MOB"
simulates "high weapon skill vs. red MOB" is that the damage
distribution for both situations is similar. Note that "damage
distribution" does not equate to "overall effectiveness." If the
hit/swing ratio for the "high weapon skill + red MOB" scenario is 50%,
while the hit/swing ratio for "low weapon skill vs. blue MOB" is 60%,
then no, the "low weapon skill vs. blue MOB" scenario will not be an
accurate simulation of the "high weapon skill vs. red MOB" scenario,
even if their graphs look identical down to the last point value.
Before we can say that it's an accurate simulation, we would need to know (A)
the average hit ratio for a low-skill, blue MOB scenario; and (B) the average
hit ratio for a high-skill, red MOB scenario.
Until then, all we can say is "The graphs look more-or-less the same."
Nowhere in your post did you mention the bonus damage Verant added to two
handed weapons a few months ago. Are these tests from before that change? Or are
the charts up to date and there never was a bonus damage added to 2hand at all?
I wouldnt put that past Big Brother Verant.
Nah, no conspiracy. I just forgot. 
The new Level Damage Bonus for 2-handers is calculated by:
2-handed Level Damage Bonus up to 50th level = (Level - 25)/2
At 51st level or higher, it's calculated by:
2-handed Level Damage Bonus post-50th = (Level - 7)/3
BUT!
Not only did they adjust the Level Damage Bonus for 2-handers, but they seem to
have snuck in a hidden bonus for 2-handers that nobody can yet account for.
Look back up top at the graph of Qualtar's Damage Profile with the
Polyphenomenal Axe.
Qualtar was 54th level during the time the Profile was taken. So his Level
Damage Bonus would be (54 -7)/3 == 47/3 == 15.
The Polyphenomenal Axe is a DMG 37 weapon. So his Magic Number would be (2 * 37)
+ 15 == 74 + 15 == 89. And sure enough, the big peak of the graph is at 89.
So! His MIN should be 1 + 15 = 16. And his MAX should be 155.
But they ain't.
His MIN is 19. His MAX is 158.
Something shifted the two ends of his damage spectrum upwards by 3 points, while
leaving his Magic Number unaffected. And so far we have no clue what that
"something" might be.
Finally, where can i get a good log parser that will allow me to log tests
with and without strength/cripple lines?
http://kqp.mpog.com/EQParse
It'll even make the spiffy Damage Profiles I've been using in my posts. 
And thanks to all the nice people who enjoyed my post! I was worried that it'd
be boring or something. Glad to see that some folks enjoyed it!
------------------
Ruatha Kneeslasher <Wings of Honor>
46th Level Gnome Warriorette
Some day we'll look back on all of this, laugh nervously, and change the
subject...
Ruatha, I'm interested in some hit percentage and damage graphs of SK and
necro pets compared to PCs of the same level. Happen to know of any?
Nope! Sorry...
Also, there isn't a hard damage cap of 29 for 19th level characters. With
sufficient strength buffs my retired 19th level paladin on Bert can hit for 31
damage. Would be glad to show you if you would like 8)
Correct! It's not a hard cap. The reason why is because the 29-point
"damage" cap is really a 14-point cap on the DMG rating of your
weapons.
As part of their efforts to minimize the effects of twinking, Verant has made it
so that the DMG value for any weapon used by Fighter/Hybrid characters from 10th
to 19th level will have a DMG of no more than 14.
Got a twinked warrior with an Exe Axe? That's a 14/50 weapon from 10th to 19th,
not a 25/50 weapon. (From 1st to 9th level, it's a 10/50 weapon because there's
another DMG cap before 10th level.)
Got a twinked warrior with a Mith 2-hander? That's a 14/32 weapon (factoring in
the haste) from 10th to 19th level, not a 21/32 weapon. And from 1st to 9th
level, it's a 10/32 weapon.
My favorite one so far has been the twinked Ogre I saw running around with a
Weighted Axe. At 20th level and up, it's a 45/150 weapon. From 10th to 19th,
it's a 14/150 weapon. From 1st to 9th, it's a 10/150 weapon. He kept dying and
couldn't figure out why since he was using this huge, bruising weapon.
So if your DMG is capped at 14, then your MAX below 20th level (2 * DMG) + 1 =
29.
However, if you have a high enough STR, then your MAX will increase before you
break the cap.
Remember the formula for MAX:
[((Weapon Skill + STR)/100) * DMG] + Level Damage Bonus
We're talking about pre-20th levels, so Level Damage Bonus is zero.
DMG is 14.
So figure the following formula:
[((Weapon Skill + STR)/100) * 14] = 30
We pick 30 since that's obviously the next step after 29. 
If you solve this for (Weapon Skill + STR), you'll discover that your Weapon
Skill + STR need to combine in SOME way to make 215. So if your STR is 130, then
once you max out your Weapon Skill for 16th level (which maxes out at 85 for
Fighter/Hybrid types), your MAX goes up to 30.
If that's your theory, then if I take the same druid, and perform the same
test, raising ATK by the same value (only with strength this time instead of ATK),
I should get the same results. My suspicion, though, is that the results will
NOT be the same, considering the tests I performed in the past.
I suspect that they will, given the results of Arkand's tests. BUT! I don't
know. I'm interested in seeing the tests, though! No matter WHO ends up being
right, we'll still have learned a little bit more about how EQ combat works. 
Also, I hope you can comment on the skill-raising issue I pointed out. If the
tester's SKILL went up DURING the tests, that would have a significant effect of
the results (more damage on later tests). That could explain the reason why the
later test revealed better results than the earlier test.
Well, I know from the logs that Arkand's skill during Test 4 was higher than it
was during the three prior tests. The graph for Test 4 looks like the graph for
Test 2 (STR buff was not cast in either test). So even though Arkand's skill was
higher in Test 4, it's clear that the EQ combat engine still considered his
skill to be "low".
So I suspect that the effect of his increased skill isn't huge. (Until,
presumably, the skill reaches the point where the EQ combat engine says
"Okay, your skill is no longer low. Your skill is now adequate for this
MOB.")