Weapon Damage: Difference between revisions

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imported>Roger B
m Linking to Damage Absorption from formula
imported>DirkDiggler
Monster Damage Formula: Attack, not Level
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===Monster Damage Formula===
===Monster Damage Formula===
Raw monster damage is given by
Raw monster damage is given by
:Total Damage = (Diff + [[Random Number Generator|20 to 25%]] of [[Monster Level]] - [[Damage Reduction]]) * (1-AbsorbFrac) * (1-ElementalFrac)
:Total Damage = (Diff + [[Random Number Generator|20 to 25%]] of [[Monster Level|Monster Attack]] - [[Damage Reduction]]) * (1-AbsorbFrac) * (1-ElementalFrac)
where  
where  
*Diff = (Monster Attack - Player Moxie), minimum 0
*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.
**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)
*AbsorbFrac = (√([[Damage Absorption]]/10) - 1)/10 (with minimum 0, maximum 0.9)

Revision as of 01:12, 3 February 2007

[ Return to Game Mechanics ]

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.

A Moxie class's Moxious Maneuver uses Moxie for damage calculations instead of Muscle.

Weapon Damage Formula

Total Damage =
( Player Muscle - Monster Defense )
rangeadj
+ 10% to 20% of Weapon Power * (crit) * (tsfactor) or 1 if barehanded
+ 10% to 20% of Offhand Weapon Power * (crit) if double-wielding
+ Bonus Melee Damage * (tsfactor)
+ Bonus Ranged Damage (only when wielding a ranged weapon)
+ Elemental Bonus Damage

Where

  • rangeadj is 1 for melee attack, 2 for ranged attack, and 4 for barehanded (no weapon equipped).
  • crit is 1 for a normal hit, 2 for a critical hit; and
  • tsfactor is 1 for a normal attack, 2 for Thrust-Smack, 3 for Lunging Thrust-Smack. (You must have a melee weapon equipped for TS or LTS)
  • Against monsters with high enough defense or physically resistant monsters (or if you really like fake hands), damage is reduced to its minimum: 1 + Elemental Damage.
  • Until the KoL dev team alleviates some semantics problems, Bonus Melee Damage always applies even when using a ranged weapon.
  • When using Thrust-Smack, Lunging Thrust-Smack, or Lunge-Smack, only the mainhand Weapon Damage and Melee Damage are doubled/tripled, not the Total Damage.

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

where Elemental Resistance ranges from 0 to 8, depending on the element of the monster's attack and your appropriate resistance rating

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.