Weapon Damage: Difference between revisions
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imported>BoppreH Improve damage equations by fixing missing parenthesis, removing unnecessary multipliers, and separating barehanded equation |
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{{RETURNTO Mechanics}} | {{RETURNTO Mechanics}} | ||
__NOTOC__ | __NOTOC__ | ||
The second step toward rifling through a dead monster's pockets, after hitting them, is dealing damage. There are | 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]] | |||
Damage done by barehanded attacks can be calculated as follows: | |||
Damage done by | |||
:Total Damage = | :Total Damage = | ||
:::(floor(Player [[Muscle|Muscle]] × | :::( | ||
::::+ | ::::floor(Player [[Muscle|Muscle]] × Attack-type Muscle Multiplier × 0.25) - Monster Defense, (minimum 0) | ||
::::+ [[Bonus Weapon Damage]] | ::::+ 1 (barehanded damage) × Crit Multiplier × Attack-type Weapon Damage Multiplier | ||
::::+ [[Bonus | ::::+ absolute, non-elemental [[Bonus Weapon Damage]] | ||
:::: | :::) x (100% + percentage-based [[Bonus Weapon Damage]]) | ||
:::+ ( | :::+ [[Elements|Elemental]] [[Bonus Weapon Damage]] | ||
:::+ [[Elements|Elemental]] [[Bonus Weapon | |||
Damage done by your [[:Category:Ranged Weapons|ranged weapon]] attacks can be calculated as follows: | |||
:Total Damage = | |||
:::( | |||
::::floor(Player [[Moxie|Moxie]] × Attack-type Moxie Multiplier × 0.75) - Monster Defense, (minimum 0) | |||
::::+ [[Power|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-Fisted Skull Smashing|double-wielding]]) | |||
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]] | |||
Where | 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 | *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)}}. | *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. | ||
*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. | ||
*[[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.) | ||
* | *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
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
- 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) (+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
- except for Heroes of the Half-Shell who are wielding a 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.