Weapon Damage: Difference between revisions

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imported>Foggy
Weapon Damage Formula: adding in a boost from LTS
imported>BoppreH
Improve damage equations by fixing missing parenthesis, removing unnecessary multipliers, and separating barehanded equation
 
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{{Rewrite|Changes to LTS/eye of the stoat have made this out of date.  How to account for that here best?}}
{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}
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The second step toward rifling through a dead monster's pockets, after hitting them, is dealing damage. There are two damage formulas that are used by players, depending on what type of weapon is being used. Monsters have a separate formula.
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 [[: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]]


A Moxie class's [[Moxious Maneuver]] uses [[Moxie]] for damage calculations instead of [[Muscle]], with no penalty for using a ranged weapon or fighting barehanded.  Criticals still occur, although there is no in-game message to reflect this.
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]]


===Weapon Damage Formula===
Damage done by your [[:Category:Ranged Weapons|ranged weapon]] attacks can be calculated as follows:
Damage done by your weapon attacks can be calculated as follows:
:Total Damage =
:Total Damage =
:::floor(Player [[Muscle|Muscle]] × ltsadj × rangeadj) - Monster Defense, (minimum 0)
:::(
:::+ [(10% to 20% of [[Weapons (by power)|Weapon Power]] + 0 to 1) or 1 if barehanded ] × crit × tsfactor
::::floor(Player [[Moxie|Moxie]] × Attack-type Moxie Multiplier × 0.75) - Monster Defense, (minimum 0)
:::+ (10% to 20% of [[Double-Fisted Skull Smashing|Offhand Weapon Power]] + 0 to 1) if [[Double-Fisted Skull Smashing|double-wielding]]
::::+ [[Power|Weapon Damage]] × Crit Multiplier × Attack-type Weapon Damage Multiplier
:::+ [[Bonus Weapon Damage]]
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
:::+ [[Bonus Ranged Damage]] (only when wielding a [[:Category:Ranged Weapons|ranged weapon]])
::::+ absolute, non-elemental [[Bonus Ranged Damage]]
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage|Bonus Damage]]
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
:::+ Offhand Weapon Damage (if [[Double-Fisted Skull Smashing|double-wielding]])
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]


Where
Where
*ltsadj is 1 for a non-[[Lunging Thrust-Smack]], 1.25 for a non-Seal Clubber's [[Lunging Thrust-Smack]], 1.3 for when Seal Clubber's [[Lunging Thrust-Smack]];
*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;
*rangeadj is 1 for melee attack or Moxious Maneuver (any or no weapon), 3/4 for ranged attack, and 1/4 for barehanded (no weapon equipped);
*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]];
*crit is 1 for a normal hit, 2 for a critical hit; and
*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.
*tsfactor is 1 for a normal attack, 2 for [[Thrust-Smack]], 3 for [[Lunging Thrust-Smack]]. (You must have a melee weapon equipped for [[Thrust-Smack|TS]] or [[Lunging Thrust-Smack|LTS]].)
* 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.
*Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
*Bonus Weapon Damage applies to both melee and ranged weapons.
*When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
*When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
*Note that with a ranged weapon equipped you will cause no stat bonus damage above the weapon power unless your Muscle is much higher than the monster level. (In which case, why the heck are you using a ranged weapon?)
*[[Monster Level]] variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.
*[[Monster Level]] variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.


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*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.
*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.)
*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.)
*For original spading and graphs of Damage vs. Awesomeness, see the [http://forums.hardcoreoxygenation.com/viewtopic.php?t=2945 Combat Mechanics project thread in the HCO forums].
*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]]
[[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.