Weapon Damage: Difference between revisions

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imported>DirkDiggler
Weapon Damage Formula: rangeadj has been confirmed as *1 for melee, *3/4 for ranged
imported>DirkDiggler
Added results from combat mechanics project
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   {|
   {|
   | (Player [[Muscle|Muscle]] * rangeadj) - Monster Defense
   | (Player [[Muscle|Muscle]] * rangeadj) - Monster Defense, (minimum 0)
   |-
   |-
   | + 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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   | + [[Elements|Elemental]] [[Bonus Melee Damage|Bonus Damage]]
   | + [[Elements|Elemental]] [[Bonus Melee Damage|Bonus Damage]]
  |-
  | + [[Random Number Generator|0 to 1]]
   |}
   |}
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*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?)
*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 Level]] variation may increase the apparent range of damage dealt.  The above formula is for actual, not nominal, monster level.


===Monster Damage Formula===
===Monster Damage Formula===
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*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.
*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.
*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.
*Damage within the given ranges have a triangular distribution. In slightly-less-math-geek, this means there's an expected value, and a small range of damage around that expected value; damage farther away from the expected value is less likely than damage values near or equal to the expected value.
*For original spading and graphs of Damage vs. Awesomeness, see the [http://forums.hardcoreoxygenation.com/viewtopic.php?t=2945 Combat Mechanics project thread in the HCO forums].


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Revision as of 23:51, 22 February 2007

[ 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 * rangeadj) - Monster Defense, (minimum 0)
+ 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
+ 0 to 1

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 Level variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.

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

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.
  • Damage within the given ranges have a triangular distribution. In slightly-less-math-geek, this means there's an expected value, and a small range of damage around that expected value; damage farther away from the expected value is less likely than damage values near or equal to the expected value.
  • For original spading and graphs of Damage vs. Awesomeness, see the Combat Mechanics project thread in the HCO forums.