It's alot more complex. The damage without armor on a training dummy is calculated like that for quick side swings I think:
potential damage = holding modifier * ( weapon base damage * power strike bonus * weapon profiency bonus + strength bonus )
Holding the attack abit gives a damage bonus too. Holding for too long makes you lose the bonus. A quick attack does about 90% of the base damage.
The power strike bonus is 8% per point. -> power strike bonus = 1 + power strike points * 0.08
The weapon profiency damage bonus is linear. It's about +15% per 100 points. -> weapon profiency bonus = weapon profiency * 0.150 / 100
The strength bonus is 1 point of damage for every 3 points is strength above the minimum str needed for the weapon. -> strength bonus = (strength - weapon str) DIV 3 Seems to be wrong.
Not in this equation:
Overhead gives a damage bonus.
Relative speed between attacker and defender gives a speed bonus. Both players backing off do less damage than both charging each other.
Weapon sweetspots can lower the damage(combined with the speed bonus).
Of course, defender's armor lowers the damage.
Hit location (head, torso, legs).
Example: quick swing with a 40p heavy morning star (14 str needed), 30 str, 200 twohanded skill, 10 ps
potential damage = holding modifier * ( weapon base damage * power strike bonus * weapon profiency bonus + strength bonus )
potential damage = 0.9 * ( 40 * ( 1 + 10 * 0.08 ) * ( 1 + 200/100 * 0.15 ) + ( 30 - 14 ) DIV 3 ) = 88.74
This formular should work within an error of +- 2 damage points.
On a player the potential damage seems to be a bit randomised. It seems that the base damage gets multiplicated by a random number between 0.9 and 1.0. So we would have a maximum and minimum potential damage.
maximum potential damage = holding modifier * ( 1 * weapon base damage * power strike bonus * weapon profiency bonus + strength bonus )
minimum potential damage = holding modifier * ( 0.9 * weapon base damage * power strike bonus * weapon profiency bonus + strength bonus )
With armor it gets alot more complex. It calculates how much damage the armor soaks and then reduces the remaining amount by a percentive. Piercing is very good against the reduce while blunt is best against the soak. Cutting is bad against both. I can't be arsed to post the concrete formulars now, it would be alot speculation too. I think there is a random factor in it too.
Edit: Ok, here the armor calculation. This is speculative but it fits to my experiences. Armor has a value, let's leave the different hit zones out and use only one armor value. If an armour user gets hit, it takes the potential damage, armor and calculates how much damage is soaked by the armor.
remaining damage = potential damage - soaked damage = potential damage - armor value * soak factor
(speculation)
However here is where randomisation kicks in again. I think that a random number between the full and the half armor value are used.
minimum remaining damage = potential damage - 1 * armor value * soak factor
maximum remaining damage = potential damage - 0.5 * armor value * soak factor
Cutting, piercing and blunt damage have different soak factors. The lower the soak factor the less effective is the armor at absorbing damage.
armor_soak_factor_against_cut = 0.8
armor_soak_factor_against_pierce = 0.65
armor_soak_factor_against_blunt = 0.5
Example:
Let's assume the morning star user gets lucky and rolls his maximum potential damage against someon in a 50 points strong armor. Again speed bonus, hit zones and sweetspots are disregarded.
potential damage = 89
armor value = 50
soak factor = 0.65 (piercing damage)
minimum remaining damage = 89 - 50 * 0.65 = 56.5
maximum remaining damage = 89 - 1/2 * 50 * 0.65 = 72.75
After that the reducing effect of the armor kicks in. The same random armor between the half and full armor points of the armor is used.
minimum final damage = minimum remaining damage * (1 - armor value/100 * reduce factor)
maximum final damage = maximum remaining damage * (1 - 1/2*armor value/100 * reduce factor)
Cutting, piercing and blunt damage have different reduce factors. The lower the reduce factor the less effective is the armor at reducing the reamining damage.
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.5
armor_reduction_factor_against_blunt = 0.75
Example:
minimum remaining damage = 56.5
maximum remaining damage = 72.75
armor value = 50
reduce factor = 0.5 (piercing)
minimum final damage = 56.5 * (1 - 50/100 * 0.5 )= 42.375
(absolute) maximum final damage = 72.75 * (1 - 50/200 * 0.5 ) = 63.65625
If the morning star guy get unlucky and rolls the minimum potential damage then the final damage range changes too.
minimum potential damage = holding modifier * ( 0.9 * weapon base damage * power strike bonus * weapon profiency bonus + strength bonus )
minimum potential damage = 0.9 * ( 0.9 *40 * ( 1 + 10 * 0.08 ) * ( 1 + 200/100 * 0.15 ) + ( 30 - 14 ) DIV 3 ) = 80.316
So:
(minimum) potential damage = 80
armor value = 50
soak factor = 0.65 (piercing damage)
reduce factor = 0.5 (piercing damage)
minimum remaining damage = 80 - 50 * 0.65 = 47.5
maximum remaining damage = 80 - 1/2 * 50 * 0.65 = 63.75
(absolute) minimum final damage = 47.5 * (1 - 50/100 * 0.5 ) = 35.625
maximum final damage = 63.75 * (1 - 50/200 * 0.5 ) = 55.78125
So the damage done by a 40p weapon with a quick sideswing + body hit with no speedbonus or sweetspot malus should do between 36 and 64 points of damage to the guy in a 50 point body armor. That is if the attacker has 30 str, 10 ps and 200 wpf.