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Physical Damage & AP Coefficients

1.18.1 physical damage formulas: AP-to-DPS conversion, weapon speed normalization, single-roll hit table, and the per-skill AP coefficients that decide what gear actually does.

VERSION 1.18.1 Nightmares of Ursol SCOPE Warrior · core skills STATUS Released v1

1. AP → DPS Conversion

Strength gives 2 AP per point. AP itself never deals damage directly — it converts to weapon DPS, and the converted DPS is multiplied by the weapon's actual speed for white hits.

White Hit Damage = ( Weapon DPH + ( AP / 14 ) × Actual Weapon Speed )
Every 14 AP grants +1 weapon DPS. With a 3.8-speed 2H weapon, 1400 AP adds +380 to each white hit; with a 2.0-speed 1H, only +200.

2. Weapon Speed Normalization

Patch 1.8 introduced normalization to stop slow weapons from snowballing on instant strikes. For Mortal Strike / Whirlwind / Overpower the engine forces a fixed weapon-speed constant regardless of what's actually equipped.

TWO-HANDED
3.3
1000 AP adds +235.7 per normalized strike, regardless of the actual 3.4/3.6/3.8 weapon speed.
ONE-HANDED
2.4
1000 AP → +171.4 per normalized strike.
DAGGERS
1.7
1000 AP → +121.4. Daggers get the heaviest penalty.

3. Per-Skill AP Coefficient Ladder · Warrior

How much of your AP each warrior skill actually keeps. Bloodthirst dominates with a pure 45%; normalized strikes scale by weapon class; Execute and defensive abilities have 0%.

📊 AP Coefficient Ladder
Bloodthirst45.0%
Heroic Strike · 3.8s 2H27.14%
Mortal Strike / Whirlwind / Overpower · 2H23.57%
Rend (DoT, total) · Nanami buffed~17.5%
Same · One-Handed17.14%
Same · Daggers12.14%
Execute / Revenge / Shield Slam0%
Bloodthirst45.0%
Bloodthirst
InstantPure AP

Damage = 45% of AP. No weapon component, no normalization — the highest gear-scaling skill in the game.

Mortal Strike23.57% / 17.14%
Mortal Strike
NormalizedWeapon + Flat

Weapon damage + 160 flat. AP scaling forced to 3.3/2.4 constant.

Whirlwind23.57% / 17.14%
Whirlwind
NormalizedAoE × 4Yellow

As a yellow-hit skill, immune to Glancing Blow — the single biggest white-damage suppressor on +3 bosses.

Overpower23.57% / 17.14%
Overpower
NormalizedNo dodge/parry

Triggers only after target dodges. With Tactical Mastery talents, holds extreme crit chance — best ROI rage-spender.

Heroic StrikeWpn speed / 14
Heroic Strike
Next-MeleeNOT normalized

Replaces next white hit. 3.8 weapon = 27.14% AP; 1.3 fast 1H = only 9.28%. Fast tanking weapons hit a hidden threat ceiling here.

SlamSame as white
Slam
Cast 2.0sNanami fix

[1.18.1 fix] Flurry no longer compresses Slam's cast below 2.0s — locked to exactly 2.0s. Enables the precise "between-swings" Slam weave for 2H Fury.

Rend~15-20%
Rend
Bleed DoTNanami buffed

[Nanami exclusive] Vanilla Rend has 0% AP scaling. Nanami added ~15-20% total AP coefficient distributed across ticks — bleeds finally matter on high-armor bosses.

Execute0%
Execute
Execute phaseIndirect AP

No direct AP coefficient. Damage = 600 + (rage − 15) × 15. High AP boosts white damage → faster rage gen → more spare rage → more execute damage. Exponential indirect scaling.

Revenge / Shield Slam0%
Revenge / Shield Slam
Defensive

Neither scales with AP. Shield Slam takes 100% Block Value, but Block Value scales weakly with Strength — this is why deep-Prot tanks hit a threat ceiling and Fury/Prot hybrid exists.

4. Worked Example · Whirlwind at Level 60

A 60 Fury Warrior with 1400 AP, 1H 2.6-speed weapon (152 avg DPH), 35% crit, 2/2 Impale, against a +3 raid boss with armor stripped to ~800.

Damage breakdown

① Normalized AP add = (1400 / 14) × 2.4 = 240
② Base panel hit = 152 + 240 = 392
③ After ~10% armor mitigation × 1.2 Death Wish = 392 × 0.90 × 1.20 = 423.4
④ With 2/2 Impale crit (×2.2) = 423.4 × 2.2 = 931.4

61% (240/392) of the panel damage comes from AP alone. And because Whirlwind is yellow-hit, the 35% Glancing Blow penalty that gutters white attacks doesn't apply. This is why Whirlwind is the single-target/AoE backbone of 1.18.1 Fury — it cleanly converts late-game AP/crit gear without any white-damage ceiling.

5. Single-Roll Hit Table (vs +3 Boss)

Vanilla / 1.18.1 use a single-roll hit table for melee: Miss → Dodge → Parry → Block → Glancing → Crit → Hit. Yellow skills remove Glancing, which is the entire reason yellow rotations dominate.

MISS · 2H
9%
Reducible to 6% at 305 weapon skill.
MISS · Dual Wield
27%
Hidden 19% dual-wield penalty on top of base 8%.
DODGE
5.6%
From behind. Front attacks face Parry too.
GLANCING
40%
White only, −35% damage. Yellow skills bypass this.
WEAPON SKILL 305
+5
Crushes glancing penalty from −35% to ~−15%.

6. Field Reference

Sourced from in-depth 1.18.1 mechanics research. For raid theorycraft and sim configuration.

Stat priorities (general)

Fury 2H: Hit cap (8%) → Weapon Skill 305 → Crit → AP → Haste
Fury Dual Wield: Hit cap (27% main + 8% special) → Weapon Skill → Crit → AP
Arms: Same as Fury 2H, with extra value in slow weapons for Mortal Strike per-hit damage
Fury/Prot Tank: Bloodthirst-centric threat — push AP first, then crit; Block Value covers Shield Slam