Weapon Damage: Difference between revisions
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Diff = (Monster Attack - Player Muscle), minimum zero. | Diff = (Monster Attack - Player Muscle), minimum zero. | ||
and | and | ||
if [[Damage Absorption]] < 10, AbsorbFrac = 1 | |||
if 10 < Damage Absorption < 1000, AbsorbFrac = 1 - (√(Damage Absorption/10) - 1)/10 | |||
if 1000 < Damage Absorption, AbsorbFrac = 0.1 | |||
and | and | ||
ElementalFrac = 1 - ([[Elemental Resistance]] | ElementalFrac = 1 - ([[Elemental Resistance]])/10 | ||
where Elemental Resistance is a number 0 to 8 depending on the element of the monster's attack | |||
==Notes== | ==Notes== |
Revision as of 04:34, 5 November 2006
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.
Melee Weapon Damage Formula
Total Damage = |
|
- When using Thrust-Smack, Lunging Thrust-Smack, or Lunge-Smack, only the Weapon Damage and Melee Damage are doubled/tripled, not the Total Damage.
Ranged Weapon Damage Formula
Total Damage = |
|
- Ranged Weapon damage is the same as Melee Weapon damage, except using half your Muscle.
Monster Damage Formula
Raw monster damage is given by
Total Damage = (Diff + 20 to 25% of Monster Level - Damage Reduction) * AbsorbFrac * ElementalFrac
where
Diff = (Monster Attack - Player Moxie), minimum zero
except for Heroes of the Half-Shell who are wielding a shield and have more Muscle than Moxie:
Diff = (Monster Attack - Player Muscle), minimum zero.
and
if Damage Absorption < 10, AbsorbFrac = 1 if 10 < Damage Absorption < 1000, AbsorbFrac = 1 - (√(Damage Absorption/10) - 1)/10 if 1000 < Damage Absorption, AbsorbFrac = 0.1
and
ElementalFrac = 1 - (Elemental Resistance)/10
where Elemental Resistance is a number 0 to 8 depending on the element of the monster's attack
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.