Weapon Damage: Difference between revisions
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imported>Dehstil m note damage against physically-resistant monsters |
imported>DirkDiggler Made formula account for crits, TS/LTS |
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{| | {| | ||
| 10% to 20% of [[Weapons (by power)|Weapon Power]] | | 10% to 20% of [[Weapons (by power)|Weapon Power]] * (crit) * (tsfactor) | ||
|- | |||
| + 10% to 20% of [[Double-Fisted Skull Smashing|Offhand Weapon Power]] * (crit) | |||
|- | |- | ||
| + (Player [[Muscle|Muscle]] - Monster Defense) | | + (Player [[Muscle|Muscle]] - Monster Defense) | ||
|- | |- | ||
| + [[Bonus Melee Damage|Bonus Melee Damage + Elemental Damage]] | | + [[Bonus Melee Damage|Bonus Melee Damage]] * (tsfactor) | ||
|} | |- | ||
| + [[Elements|Elemental]] [[Bonus Melee Damage|Bonus Damage]] | |||
|} | |||
|} | |} | ||
:Where | |||
:* 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]]. | |||
*Against physically resistant monsters, damage is reduced to 1 + Elemental Damage. | *Against physically resistant monsters, damage is reduced to 1 + Elemental Damage. | ||
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{| | {| | ||
| 10% to 20% of [[Weapons (by power)|Weapon Power]] | | 10% to 20% of [[Weapons (by power)|Weapon Power]] * (crit) | ||
|- | |||
| + 10% to 20% of [[Double-Fisted Skull Smashing|Offhand Weapon Power]] * (crit) | |||
|- | |- | ||
| | | | ||
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|} | |} | ||
|- | |- | ||
| + [[Bonus Melee Damage|Bonus Melee Damage + Elemental Damage]] | | + [[Bonus Melee Damage|Bonus Melee Damage]] | ||
|- | |||
| + [[Elements|Elemental]] [[Bonus Melee Damage|Bonus Damage]] | |||
|} | |} | ||
|} | |} | ||
:Where again, crit is 1 for a normal hit, 2 for a critical hit. | |||
*Against physically resistant monsters, damage is reduced to 1 + Elemental Damage. | *Against physically resistant monsters, damage is reduced to 1 + Elemental Damage. |
Revision as of 22:38, 10 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 = |
|
- Where
- 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.
- Against physically resistant monsters, damage is reduced to 1 + Elemental 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 = |
|
- Where again, crit is 1 for a normal hit, 2 for a critical hit.
- Against physically resistant monsters, damage is reduced to 1 + Elemental Damage.
- Ranged Weapon damage is the same as Melee Weapon damage, except using half your Muscle.
Unarmed Combat Damage Formula
Total Damage = |
|
- Against physically resistant monsters, damage is reduced to 1 + Elemental Damage.
- In unarmed combat, your muscle is divided by 4 to determine to damage.
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 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.