Weapon Damage: Difference between revisions
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imported>DirkDiggler →Monster Damage Formula: Attack, not Level |
imported>DirkDiggler →Weapon Damage Formula: rangeadj has been confirmed as *1 for melee, *3/4 for ranged |
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| (Player [[Muscle|Muscle]] * rangeadj) - Monster Defense | |||
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| + 10% to 20% of [[Weapons (by power)|Weapon Power]] * (crit) * (tsfactor) or 1 if barehanded | | + 10% to 20% of [[Weapons (by power)|Weapon Power]] * (crit) * (tsfactor) or 1 if barehanded | ||
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Where | Where | ||
:* rangeadj is 1 for melee attack, | :* rangeadj is 1 for melee attack, 3/4 for ranged attack, and 1/4 for barehanded (no weapon equipped). | ||
:* 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]]) | ||
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*Until the KoL dev team alleviates some semantics problems, Bonus Melee Damage always applies even when using a ranged weapon. | *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. | ||
*Note that with a ranged weapon equipped you will cause no stat bonus damage above the weapon power unless your muscle is much higher than the monster level. (In which case, why the heck are you using a ranged weapon?) | |||
===Monster Damage Formula=== | ===Monster Damage Formula=== |
Revision as of 23:36, 22 February 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, 3/4 for ranged attack, and 1/4 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.
- Note that with a ranged weapon equipped you will cause no stat bonus damage above the weapon power unless your muscle is much higher than the monster level. (In which case, why the heck are you using a ranged weapon?)
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
- 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.