Weapon Damage: Difference between revisions

From A KoL Wiki
imported>Wrldwzrd89
m History: Bullet
imported>Wrldwzrd89
Split melee and ranged formulas; remove some obsolete rewrite notes
Line 1: Line 1:
{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}
{{rewrite|comment=Moxious Maneuver is gone. Ranged weapons now deal bonus damage based on how much the attacker out-moxies the target rather than depending on muscle. TS/LTS no longer require melee weapons.  Lunge Smack exists once more. Verify EVERYTHING.}}
{{rewrite|comment=TS/LTS no longer require melee weapons.  Lunge Smack exists once more. Verify EVERYTHING.}}


__NOTOC__
__NOTOC__
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 two damage formulas that are used by players, depending on what type of weapon is being used. Monsters have a separate formula.


===Weapon Damage Formula===
===Weapon Damage Formulas===
Damage done by your weapon attacks can be calculated as follows:
Damage done by your 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)
:::(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
::::+ 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 your ranged weapon attacks can be calculated as follows:
: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  
::::+ [([[Weapons|Weapon Damage]]) or 1 if barehanded or with a 0-power weapon ] × Crit Multiplier × Attack-type Weapon Damage Multiplier  
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
::::+ absolute, non-elemental [[Bonus Weapon Damage]]
Line 17: Line 26:


Where
Where
*Attack-type Muscle Multiplier is 1.25 for a non-Seal Clubber's [[Lunging Thrust-Smack]], 1.3 for a Seal Clubber's [[Lunging Thrust-Smack]], 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]], 1.4 for a [[Bashing Slam Smash]], or 1 otherwise;
*Weapon-type Muscle 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;
*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]], 2 for [[Mighty Axing]], 3 for [[Lunging Thrust-Smack]], 5 for [[Bashing Slam Smash]], 5 for [[Cleave]], or 1 otherwise.
*Attack-type Weapon Damage Multiplier is 2 for [[Thrust-Smack]], 2 for [[Mighty Axing]], 3 for [[Lunging Thrust-Smack]], 5 for [[Bashing Slam Smash]], 5 for [[Cleave]], or 1 otherwise.

Revision as of 00:45, 8 January 2014

[ Return to Game Mechanics ]

The Hermit humbly requests that this page be rewritten or expanded.

TS/LTS no longer require melee weapons. Lunge Smack exists once more. Verify EVERYTHING.


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.

Weapon Damage Formulas

Damage done by your melee weapon attacks can be calculated as follows:

Total Damage =
(floor(Player Muscle × Attack-type Muscle Multiplier × Weapon-type Muscle Multiplier) - Monster Defense, (minimum 0)
+ [(Weapon Damage) or 1 if barehanded or with a 0-power weapon ] × 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 your ranged weapon attacks can be calculated as follows:

Total Damage =
(floor(Player Moxie × Attack-type Moxie Multiplier × Weapon-type Moxie Multiplier) - Monster Defense, (minimum 0)
+ [(Weapon Damage) or 1 if barehanded or with a 0-power weapon ] × Crit Multiplier × Attack-type Weapon Damage Multiplier
+ absolute, non-elemental Bonus Weapon Damage
+ absolute, non-elemental Bonus Ranged Damage (only when wielding a ranged weapon))
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).
  • 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.
  • 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.)
  • For original spading and graphs of Damage vs. Awesomeness, see the Combat Mechanics project thread in the HCO forums.

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.