Weapon Damage: Difference between revisions

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imported>Foggy
Northern Explosion has the same variables as LTS
imported>BoppreH
Improve damage equations by fixing missing parenthesis, removing unnecessary multipliers, and separating barehanded equation
 
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{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}
{{rewrite|comment=Verify EVERYTHING.}}


__NOTOC__
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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===
===Weapon Damage Formulas===
Damage done by your melee weapon attacks can be calculated as follows:
Damage done by your [[:Category:Melee Weapons|melee weapon]] attacks can be calculated as follows:
:Total Damage =
:Total Damage =
:::(floor(Player [[Muscle|Muscle]] × Attack-type Muscle Multiplier × Weapon-type Muscle Multiplier) - Monster Defense, (minimum 0)
:::(
::::+ [([[Weapons|Weapon Damage]]) or 1 if barehanded or with a 0-power weapon ] × Crit Multiplier × Attack-type Weapon Damage Multiplier  
::::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]]
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
:::: x (100% + percentage-based [[Bonus Weapon Damage]])
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
:::+ (Offhand Weapon Damage) if [[Double-Fisted Skull Smashing|double-wielding]]
:::+ Offhand Weapon Damage (if [[Double-Fisted Skull Smashing|double-wielding]])
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]


Damage done by your ranged weapon attacks can be calculated as follows:
Damage done by barehanded attacks can be calculated as follows:
:Total Damage =
:Total Damage =
:::(floor(Player [[Moxie|Moxie]] × Attack-type Moxie Multiplier × Weapon-type Moxie Multiplier) - Monster Defense, (minimum 0)
:::(
::::+ [([[Weapons|Weapon Damage]]) or 1 if barehanded or with a 0-power weapon ] × Crit Multiplier × Attack-type Weapon Damage Multiplier  
::::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]]
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
::::+ absolute, non-elemental [[Bonus Ranged Damage]] (only when wielding a [[:Category:Ranged Weapons|ranged weapon]]))
:::) x (100% + percentage-based [[Bonus Weapon Damage]])
:::: x (100% + percentage-based [[Bonus Weapon Damage]])
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage]]
:::+ (Offhand Weapon Damage) if [[Double-Fisted Skull Smashing|double-wielding]]
 
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]]
:::+ [[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;
*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;
*Weapon-type Muscle/Moxie Multiplier is 1 for a [[Moxious Maneuver]] (with any or no weapon), 1 for any attack with a melee weapon, .75 for an attack with a ranged weapon, or .25 for an attack with no weapon;
*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 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.
*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.
*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.
*Bonus Weapon Damage applies to both melee and ranged weapons.
*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).
*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.)
*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==
==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 occur, although there is no in-game message to reflect this. Note that Moxious Maneuver does not count as a weapon attack, and will not be boosted by [[Bonus Weapon Damage]].
*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.