Weapon Damage: Difference between revisions

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Improve damage equations by fixing missing parenthesis, removing unnecessary multipliers, and separating barehanded equation
 
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{| cellpadding="3" cellspacing="0" border="1" style="border-collapse: collapse; text-align: center; valign: center; margin-left: auto; margin-right: auto;"
{{RETURNTO Mechanics}}
|-  
 
! colspan="2" style="background-color: #CCCCCC;"| Dressing Up
__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.
! colspan="2" style="background-color: whitesmoke;"| [[Dressing For Success|Maximizing]]
 
|-
===Weapon Damage Formulas===
|
Damage done by your [[:Category:Melee Weapons|melee weapon]] attacks can be calculated as follows:
[[Maximizing Your Muscle|Mus]] ·
:Total Damage =
[[Maximizing Your Mysticality|Mys]] ·
:::(
[[Maximizing Your Moxie|Mox]] ·
::::floor(Player [[Muscle|Muscle]] × Attack-type Muscle Multiplier × 1.0) - Monster Defense, (minimum 0)
[[Maximizing Your HP|HP]] ·
::::+ [[Power|Weapon Damage]] × Crit Multiplier × Attack-type Weapon Damage Multiplier
[[Maximizing Your MP|MP]] ·
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
[[Maximizing Your Weapon Damage|MDmg]] ·
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
[[Maximizing Your Spell Damage|SDmg]] ·
:::+ Offhand Weapon Damage (if [[Double-Fisted Skull Smashing|double-wielding]])
[[Maximizing Your Combat Initiative|Init]] ·
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]
[[Maximizing Your Damage Absorption|DA]] ·
 
[[Maximizing Your Damage Reduction|DR]] ·
Damage done by barehanded attacks can be calculated as follows:
[[Maximizing Your Elemental Resistance|Res]]<br />
:Total Damage =
<!--[[Maximizing Your Stats Gains from Fights|-->FightStats<!--]]--
:::(
[[Maximizing Monster Level|ML]] ·
::::floor(Player [[Muscle|Muscle]] &times; Attack-type Muscle Multiplier &times; 0.25) - Monster Defense, (minimum 0)
[[Maximizing Your Item Drops|Items]] ·
::::+ 1 (barehanded damage) &times; Crit Multiplier &times; Attack-type Weapon Damage Multiplier
[[Maximizing Your Meat Drops|Meat]] ·
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
[[Maximizing Your HP Regeneration|HP Regen]] ·
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
[[Maximizing Your MP Regeneration|MP Regen]] ·
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]
[[Maximizing Your Rollover Adventures|Adv]]
 
|-
Damage done by your [[:Category:Ranged Weapons|ranged weapon]] attacks can be calculated as follows:
! colspan="2" style="background-color: whitesmoke;"| [[Game Mechanics|Modifiers]]
:Total Damage =
|-
:::(
|
::::floor(Player [[Moxie|Moxie]] &times; Attack-type Moxie Multiplier &times; 0.75) - Monster Defense, (minimum 0)
[[Muscle Modifiers|Mus]] ·
::::+ [[Power|Weapon Damage]] &times; Crit Multiplier &times; Attack-type Weapon Damage Multiplier
[[Mysticality Modifiers|Mys]] ·
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
[[Moxie Modifiers|Mox]] ·
::::+ absolute, non-elemental [[Bonus Ranged Damage]]
[[HP Increasers|HP]] ·
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
[[MP Increasers|MP]] ·
:::+ Offhand Weapon Damage (if [[Double-Fisted Skull Smashing|double-wielding]])
[[Bonus Weapon Damage|MDmg]] ·
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]
[[Bonus Spell Damage|SDmg]] ·
 
[[Combat Initiative|Init]] ·
Where
[[Damage Absorption|DA]] ·
*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;
[[Damage Reduction|DR]] ·
*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]];
[[Elemental Resistance|Res]]<br />
*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.
[[Stat Gains from Fights|FightStats]] ·
* Weapon damage is 1 for barehanded attacks or weapons with 0-power.
[[Monster Level|ML]] ·
*You must have a melee weapon equipped for [[Mighty Axing]] and [[Cleave]] to work.
[[Items from Monsters|Items]] ·
 
[[Meat from Monsters|Meat]] ·
*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)}}.
[[HP Restorers#HP Regenerated each adventure by Items/Skills/Equipment/Effects|HP Regen]] ·
*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).
[[MP Restorers#MP Regenerated by Items/Skills/Equipment/Effects|MP Regen]] ·
*Bonus Weapon Damage applies to both melee and ranged weapons.
[[Extra Rollover Adventures|Adv]]
*Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
<hr width="75%"/>
*When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
[[Prismatic Damage|PrismDmg]] ·
*[[Monster Level]] variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.
[[Bonus Ranged Damage|RDmg]] ·
 
[[Critical Hit Chance|Crit]] ·
===Monster Damage Formula===
[[Fumble Chance|Fumb]] ·
Raw monster damage is given by:
[[Stunning|Stun]] ·
:Total Damage =
[[Passive Damage|Passive Dmg]] ·
::(Diff + [[Random Number Generator|20 to 25%]] of [[Monster Level|Monster Attack]] - [[Damage Reduction]])
[[Familiar Weight|Fam Wt]]<br />
::&times; (1 - AbsorbFrac)
[[Skill MP Cost Modifiers|MP Cost]] ·
::&times; (1 - ElementalFrac)
[[Elemental Spell Damage|Spell Elts]] ·
Where
[[Combat Frequency|Combat%]] ·
*Diff = ([[Monster Level|Monster Attack]] - Player Moxie), minimum 0
[[Hobo Power|Hobo]] ·
**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.
[[Extra PvP Fights|PvP]]
*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
<noinclude>[[Category:Navigation Templates| {{PAGENAME}}]]</noinclude>
 
==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]].
 
[[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.