Weapon Damage: Difference between revisions

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imported>Dehstil
imported>Dehstil
m Weapon Damage Formula: removed some notes that are almost identical to the rangeadj description
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| Total Damage =
| Total Damage =
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     | rowspan="2" | (
     | rowspan="2" | (
     | style="border-bottom:1px solid black; text-align:center;" | Player [[Muscle|Muscle]]
     | style="border-bottom:1px solid black; text-align:center;" | Player [[Muscle|Muscle]]
     | rowspan="2" align="left" | - Monster Defense), minimum zero
     | rowspan="2" align="left" | - Monster Defense)
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     | align="center" | rangeadj
     | align="center" | rangeadj
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:* crit is 1 for a normal hit, 2 for a critical hit; and
:* 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 [[Thrust-Smack|TS]] or [[Lunging Thrust-Smack|LTS]])
:* tsfactor is 1 for a normal attack, 2 for [[Thrust-Smack]], 3 for [[Lunging Thrust-Smack]].  (You  must have a melee weapon equipped for [[Thrust-Smack|TS]] or [[Lunging Thrust-Smack|LTS]])
:* Until the KoL dev team alleviates some semantics problems, Bonus Melee Damage always applies even when using a ranged weapon.


*The first term is never less than zero, no matter how wussy you are.
*Against monsters with high enough defense or physically resistant monsters (or if you really like [[fake hand]]s), damage is reduced to its minimum: 1 + Elemental Damage.
*Against physically resistant monsters, damage is reduced to 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.
*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.
*Ranged Weapon damage is the same as Melee Weapon damage, except using half your Muscle.
*In unarmed combat, your muscle is divided by 4 to determine to damage.


===Monster Damage Formula===
===Monster Damage Formula===

Revision as of 03:55, 20 November 2006

[ 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 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.