So I've been sitting on this long mathematical wall for a bit and thought I'd share it with you. So I present a mathematical examination of the Unarmed Combat and Melee Combat dynamic.
2 Warnings before you start.
1: This is a huge wall of text and math there is no good way of simplifying it. I will try and show all my work either in the text or at the bottom.
2: This is an examination of mid to high level combat I don't even bother looking at numbers that are under 1 million LP in combat skills.
It is true and will probably always be true that Melee Combat requires Unarmed Combat skills too. Many argue that because of this it is silly to go anything other than 100% Unarmed Combat. Although it maybe easier and safer to simply go 100% Unarmed Combat (especially early on) the shear power that Melee Combat can provide is undeniable. There are several things to take into account when arguing this and these will be my 2 main points to look at: Attack & Defense Bar Size; Delta in relation to maneuvers.
Now onward to the math:
The amount of LP it takes to get to any amount of skill can be defined as: All the LP is scaled by 100 as all skill ups are scaled by 100 also.
s(x) = 0.5 (x + 0.5)^2 -1.125
The inverse is the more important formula for us as it will allow us to observe how high you can increase your Unarmed Combat Skill depending on how much LP you have:
u(x) = sqrt(2x + 2.25) - 0.5
Now lets look at a Melee Combat character who has decided to go 50:50. And see how some numbers play out with him. His formula is as follows:
m(x) = sqrt(x + 2.25) - 0.5
The first thing that is often looked at when talking about which is superior between Melee Combat and Unarmed Combat is Delta. Delta is a multiplier used to find out how effect many maneuvers are. The formula to find out what your delta is as follows sqrt(Your UA/Their UA). Using this formula we can see what the average delta for the Unarmed Combatant is 1.189 and the average delta for the Melee Combatant is 0.8498 (see bottom for math). This isn't the worst thing the Melee fighter could have seen its only about a 30% difference between the two.
The next thing we look at is defense bars. The size of your defense bar is determined by the weight of your maneuver. The Unarmed fighter can use almost any maneuver and have a defense bar equal to his Unarmed Combat skill. While the Melee fighter will have to try and switch to shield right before being struck (Battle Axe fighter's have notes at the bottom for them). This can cause you to not use your maneuvers as often as you may like but is a sacrifice he must pay. With Shield the Melee fighter has only is only 36 points less, 16%, than the Unarmed fighter at 5 million LP (315 vs 223). The numbers keep getting worse the more LP each player has but 5 million can give a good idea of how much.
The amount of damage (physical or to the defense bar) an attack does is base on another formula: A * sqrt(wA / wB) / 2, where A is the percent of the attack bar use; wA is the weight of the attack; and wB is the weight of the maneuver used to block. This means that if the Unarmed fighter attacks the Melee Fighter the amount of damage he will deal to his defense bar will be about 53% with a full attack bar regardless of how much LP (see bottom for math).
Attack is a lot more complicated than defense as melee combat a wide array of attacks. Though sense Sting, Chop and Punch will all have the same weight to them you will probably use punch for the majority of your damage and Valorous Strike on occasion and as a finisher. Your punch will do about 42% of their bar each attack with a full bar. Though Valorous Strike will take out 73.5% of their defense bar and deal physical damage based on your weapon.
Edit: A section for Battle Axe wielders. When wielding a battle axe you hit an odd balance. If you use the 50:50 build you will be fighting with a 41% smaller bar as you will be unable to use shield as a maneuver. This means that an opponent's punch will deal 70% of your defense bar which is almost impossible to recover from before the next punch is coming. Especially sense you will be using punch to break their defense and dealing the 42% as you shield wielding fighter would. This become mildly problematic. This is why I propose the idea of making a Valorous Strike deplete the same defense as a punch. Thusly your combat will be punching and as normal but if your opponent gets close to death you can deal huge amounts of damage to then with a Valorous Strike. This split would be a bout 64:36. Your delta would be .866 vs their 1.11 and your defense bar will be 25% less than a full Unarmed fighter. Your punch (and Valorous Strike) will deal 44.7% of their defense while they deal 55.9% at about the same 25% difference. I see this more viable in a group build where you would need to dispatch someone quickly as your attacks would deal huge amounts of damage with the battle axe when you do use it.
I hope this sheds some light on the merits of Melee Combat to people who doubt it. I'm tired of hearing people saying that its a stupid build that has no merit. But I think with these number its clear that it is viable. Though I still think you should hit 100 Unarmed before going into Melee Combat at all.
The MATH:
When looking at function we can often simplify them to see what the average end behavior is. This can be done to both the Unarmed equation and Melee Combat equation. As end behavior is concerned u(x) = sqrt(2x) & m(x) = sqrt(x). The amount of delta that the unarmed character has is equal to the fourth root of 2; or 2 square rooted twice. The melee's delta is the fourth root of 1/2. Due to the fact that many equations in the the game are roots which by their nature will cause the numbers to reach an equilibrium is what fuels melee being so viable both the deltas are pulled towards 1. Calculating the damage is a little more complicated. The equation is sqrt(u(x) / (m(x) * 1.25)) / 2. Simplified is: sqrt(sqrt(2x)/(sqrt(x)*1.25)) = sqrt(sqrt(2x)/(sqrt(1.5625x)) = sqrt(sqrt(1.28)). The melee's damage is the same except it's .78125 not 1.28 both once again being pulled to 1.
If any of my math is wrong please tell me and I'll correct it.
Edit: Oh and a wiki link for the in game equation I got: http://ringofbrodgar.com/wiki/Combat:_A ... _Maneuvers