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__TOC__ Expected rate of damage (EROD) is a hypothetical value calculated to give the player an indication of how fast a weapon can inflict damage. EROD is in essence "damage per turn" and is analogous to Damage Per Second in a real-time game. Assumptions used for EROD are that the player’s accurracy stat is equal to the target’s dodge stat and that the target has an armour stat of 0. Variables that affect EROD are the weapon type, the weapon upgrade level, and player strength. EROD = chanceToHit * averageDamage / weaponDelay

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  • Expected rate of damage
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  • __TOC__ Expected rate of damage (EROD) is a hypothetical value calculated to give the player an indication of how fast a weapon can inflict damage. EROD is in essence "damage per turn" and is analogous to Damage Per Second in a real-time game. Assumptions used for EROD are that the player’s accurracy stat is equal to the target’s dodge stat and that the target has an armour stat of 0. Variables that affect EROD are the weapon type, the weapon upgrade level, and player strength. EROD = chanceToHit * averageDamage / weaponDelay
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  • __TOC__ Expected rate of damage (EROD) is a hypothetical value calculated to give the player an indication of how fast a weapon can inflict damage. EROD is in essence "damage per turn" and is analogous to Damage Per Second in a real-time game. Assumptions used for EROD are that the player’s accurracy stat is equal to the target’s dodge stat and that the target has an armour stat of 0. Variables that affect EROD are the weapon type, the weapon upgrade level, and player strength. EROD values always assume the player is eligible to receive strength bonuses (e.g. melee EROD values are calculated for a Warrior, not a Huntress) EROD = chanceToHit * averageDamage / weaponDelay and the steps taken to calculate this are (as per the Game mechanics/Attacking page and the assumptions above): 1. * if requiredStrength > heroStrength then weaponAccuracy = weaponAccuracy/1.4<sup>requiredStrength-heroStrength</sup> 2. * chanceToHit = 0.5 + (weaponAccuracy - 1)/weaponAccuracy 3. * if heroStrength > requiredStrength then excessDamage = (heroStrength - requiredStrength)/2 4. * averageDamage = (maxDamage+minDamage)/2 + excessDamage 5. * EROD = chanceToHit * averageDamage / weaponDelay
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