Weapon Damage: Difference between revisions
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imported>DirkDiggler →Monster Damage Formula: Made absorption fractions range from 0 to 0.9 instead of 1 to 0.1 |
imported>DirkDiggler →Weapon Damage Formula: Should be awesomeness/rangeadj not muscle/rangeadj |
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Revision as of 05:32, 23 January 2007
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 = |
|
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) * (1-AbsorbFrac) * (1-ElementalFrac)
where
- Diff = (Monster Attack - Player Moxie), minimum 0
- except for Heroes of the Half-Shell who are wielding a 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)
- ElementalFrac = Elemental Resistance/10
- 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.