Weapon Damage: Difference between revisions

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imported>Tyken
Looted & rewritten from http://kol.network-forums.com/viewtopic.php?p=1757
 
imported>BoppreH
Improve damage equations by fixing missing parenthesis, removing unnecessary multipliers, and separating barehanded equation
 
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The second stage of rifling through a dead monster's pockets, after hitting them, is dealing damage.  There are two formulas for damage, depending on weapon, and monsters use their own formula.
{{RETURNTO Mechanics}}


A [[Disco Bandit]]'s [[Moxious maneuver]] uses [[Moxie]] for damage calculations instead of [[Muscle]].
__NOTOC__
The second step toward rifling through a dead monster's pockets, after hitting them, is dealing damage. There are three damage formulas that are used by players, depending on what type of weapon is being used. Monsters have a separate formula.


===Melee Weapon Damage Formula===
===Weapon Damage Formulas===
10-20% of Weapon Power + (Player Muscle - Monster Defense) + Melee Damage + Elemental Damage = Total Damage
Damage done by your [[:Category:Melee Weapons|melee weapon]] attacks can be calculated as follows:
:Total Damage =
:::(
::::floor(Player [[Muscle|Muscle]] × Attack-type Muscle Multiplier × 1.0) - Monster Defense, (minimum 0)
::::+ [[Power|Weapon Damage]] × Crit Multiplier × Attack-type Weapon Damage Multiplier
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
:::+ Offhand Weapon Damage (if [[Double-Fisted Skull Smashing|double-wielding]])
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]


Note that when using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the Weapon Damage and Melee Damage are tripled, and not the Total Damage.
Damage done by barehanded attacks can be calculated as follows:
:Total Damage =
:::(
::::floor(Player [[Muscle|Muscle]] × Attack-type Muscle Multiplier × 0.25) - Monster Defense, (minimum 0)
::::+ 1 (barehanded damage) × Crit Multiplier × Attack-type Weapon Damage Multiplier
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]


===Ranged Weapon Damage Formula===
Damage done by your [[:Category:Ranged Weapons|ranged weapon]] attacks can be calculated as follows:
{| border="0" cellpadding="3" cellspacing="0" style="text-align:center"
:Total Damage =
|rowspan="2"|10-20% of Weapon Power + (
:::(
|style="border-bottom:1px solid black;"|Player Muscle
::::floor(Player [[Moxie|Moxie]] × Attack-type Moxie Multiplier × 0.75) - Monster Defense, (minimum 0)
|rowspan="2"| - Monster Defense) + Melee Damage + Elemental Damage = Total Damage
::::+ [[Power|Weapon Damage]] × Crit Multiplier × Attack-type Weapon Damage Multiplier
|-
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
|2
::::+ absolute, non-elemental [[Bonus Ranged Damage]]
|}
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
:::+ Offhand Weapon Damage (if [[Double-Fisted Skull Smashing|double-wielding]])
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]


Note that Ranged Weapon damage is the same as Melee Weapon damage, except using half your Muscle. With this penalty, it is possible to hit for 0 damage.  
Where
*Attack-type Muscle/Moxie Multiplier is 1.25 for a non-Seal Clubber's [[Lunging Thrust-Smack]], 1.3 for a Seal Clubber's [[Lunging Thrust-Smack]] or [[Northern Explosion]], 1.4 for a [[Bashing Slam Smash]], or 1 otherwise;
*Crit Multiplier is 1 for a normal hit, 2 for a critical hit, 3 for a critical hit with [[Audacity of the Otter]], or 4 for a critical hit with [[Legendary Luck]];
*Attack-type Weapon Damage Multiplier is 2 for [[Thrust-Smack]] or [[Mighty Axing]], 3 for [[Lunging Thrust-Smack]] or [[Northern Explosion]], 5 for [[Bashing Slam Smash]], 5 for [[Cleave]], or 1 otherwise.
* Weapon damage is 1 for barehanded attacks or weapons with 0-power.
*You must have a melee weapon equipped for [[Mighty Axing]] and [[Cleave]] to work.
 
*Damage is normally displayed as A '''(+B)''' {{element|Hot|dmg=(+C)}} {{element|Cold|dmg=(+D)}} {{element|Stench|dmg=(+E)}} {{element|Spooky|dmg=(+F)}} {{element|Sleaze|dmg=(+G)}}.
*Percentile Weapon Bonus applies to the first four items listed above, but not off-hand or elemental damage (essentially, A above, but not B through G).
*Bonus Weapon Damage applies to both melee and ranged weapons.
*Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
*When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
*[[Monster Level]] variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.


===Monster Damage Formula===
===Monster Damage Formula===
{| border="0" cellpadding="3" cellspacing="0" style="text-align:center"
Raw monster damage is given by:
|rowspan="2"|Monster Attack - Player Moxie +
:Total Damage =
|style="border-bottom:1px solid black;"|100-200% of Monster Level
::(Diff + [[Random Number Generator|20 to 25%]] of [[Monster Level|Monster Attack]] - [[Damage Reduction]])
|rowspan="2"| = Total Damage
::× (1 - AbsorbFrac)
|-
::× (1 - ElementalFrac)
|5
Where
|}
*Diff = ([[Monster Level|Monster Attack]] - Player Moxie), minimum 0
**except for [[Hero of the Half-Shell|Heroes of the Half-Shell]] who are wielding a [[:Category:Shields|shield]] and have more Muscle than Moxie, in which case Muscle will be substituted for Moxie.
*AbsorbFrac = (√([[Damage Absorption]]/10) - 1)/10 (with minimum 0, maximum 0.9)
*ElementalFrac: see [[Elemental Resistance]] to determine the value based on resistance strength; remember that Mysticality classes get an innate 5% bonus
 
==Notes==
*Your damage will be followed by ''n'' [[Sound Effects]], where ''n'' is equal to the square root of melee damage (not counting enchantments) rounded up to a maximum of 10.
*The monster's damage will be followed by ''n'' [[Sound Effects]], where ''n'' is equal to the square root of the monster's damage rounded up to a maximum of 10.
*Damage within the given ranges have a triangular distribution. In slightly-less-math-geek, this means they are the sum of two die rolls, rather than a single die roll; so values towards the middle of the range are more common.  (Try rolling a pair of six-sided dice and adding them for yourself -- you should get about 6 times as many sevens as you do twos and twelves.)
*HCO did the original spading and graphs of Damage vs. Awesomeness, but their website is no longer available.
 
==History==
*Back when it still existed, a Moxie class's [[Moxious Maneuver]] used [[Moxie]] for damage calculations instead of [[Muscle]], with no penalty for using a ranged weapon or fighting barehanded.  Criticals still occurred, although there was no in-game message to reflect this. Moxious Maneuver did not count as a weapon attack, and was not boosted by [[Bonus Weapon Damage]].


Note that Monsters can never do less than their XP value in damage. The Total Damage is further reduced by [[Damage Absorption]] (and [[Elemental Resistance]], if applicable).
[[Category:Game Mechanics]]

Latest revision as of 12:23, 30 November 2022

[ Return to Game Mechanics ]


The second step toward rifling through a dead monster's pockets, after hitting them, is dealing damage. There are three damage formulas that are used by players, depending on what type of weapon is being used. Monsters have a separate formula.

Weapon Damage Formulas

Damage done by your melee weapon attacks can be calculated as follows:

Total Damage =
(
floor(Player Muscle × Attack-type Muscle Multiplier × 1.0) - Monster Defense, (minimum 0)
+ Weapon Damage × Crit Multiplier × Attack-type Weapon Damage Multiplier
+ absolute, non-elemental Bonus Weapon Damage
) x (100% + percentage-based Bonus Weapon Damage)
+ Offhand Weapon Damage (if double-wielding)
+ Elemental Bonus Weapon Damage

Damage done by barehanded attacks can be calculated as follows:

Total Damage =
(
floor(Player Muscle × Attack-type Muscle Multiplier × 0.25) - Monster Defense, (minimum 0)
+ 1 (barehanded damage) × Crit Multiplier × Attack-type Weapon Damage Multiplier
+ absolute, non-elemental Bonus Weapon Damage
) x (100% + percentage-based Bonus Weapon Damage)
+ Elemental Bonus Weapon Damage

Damage done by your ranged weapon attacks can be calculated as follows:

Total Damage =
(
floor(Player Moxie × Attack-type Moxie Multiplier × 0.75) - Monster Defense, (minimum 0)
+ Weapon Damage × Crit Multiplier × Attack-type Weapon Damage Multiplier
+ absolute, non-elemental Bonus Weapon Damage
+ absolute, non-elemental Bonus Ranged Damage
) x (100% + percentage-based Bonus Weapon Damage)
+ Offhand Weapon Damage (if double-wielding)
+ Elemental Bonus Weapon Damage

Where

  • Damage is normally displayed as A (+B) (+C) (+D) (+E) (+F) (+G).
  • Percentile Weapon Bonus applies to the first four items listed above, but not off-hand or elemental damage (essentially, A above, but not B through G).
  • Bonus Weapon Damage applies to both melee and ranged weapons.
  • Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
  • When using Thrust-Smack, Lunging Thrust-Smack, or Lunge-Smack, only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
  • Monster Level variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.

Monster Damage Formula

Raw monster damage is given by:

Total Damage =
(Diff + 20 to 25% of Monster Attack - Damage Reduction)
× (1 - AbsorbFrac)
× (1 - ElementalFrac)

Where

  • Diff = (Monster Attack - Player Moxie), minimum 0
  • AbsorbFrac = (√(Damage Absorption/10) - 1)/10 (with minimum 0, maximum 0.9)
  • ElementalFrac: see Elemental Resistance to determine the value based on resistance strength; remember that Mysticality classes get an innate 5% bonus

Notes

  • Your damage will be followed by n Sound Effects, where n is equal to the square root of melee damage (not counting enchantments) rounded up to a maximum of 10.
  • The monster's damage will be followed by n Sound Effects, where n is equal to the square root of the monster's damage rounded up to a maximum of 10.
  • Damage within the given ranges have a triangular distribution. In slightly-less-math-geek, this means they are the sum of two die rolls, rather than a single die roll; so values towards the middle of the range are more common. (Try rolling a pair of six-sided dice and adding them for yourself -- you should get about 6 times as many sevens as you do twos and twelves.)
  • HCO did the original spading and graphs of Damage vs. Awesomeness, but their website is no longer available.

History

  • Back when it still existed, a Moxie class's Moxious Maneuver used Moxie for damage calculations instead of Muscle, with no penalty for using a ranged weapon or fighting barehanded. Criticals still occurred, although there was no in-game message to reflect this. Moxious Maneuver did not count as a weapon attack, and was not boosted by Bonus Weapon Damage.