Weapon Damage: Difference between revisions

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imported>QuantumNightmare
Note on weapon damage rounding
imported>PsyMar
bettered explanation of triangular distribution
Line 41: Line 41:
*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.
*Damage within the given ranges have a triangular distribution. In slightly-less-math-geek, this means they are the sum of two die rolls, rather than a single die roll; so values towards the middle of the range are more common.  (Try rolling a pair of six-sided dice and adding them for yourself -- you should get about 6 times as many sevens as you do twos and twelves.)
*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].
*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 13:24, 18 May 2008

[ 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, with no penalty for using a ranged weapon or fighting barehanded. Criticals still occur, although there is no in-game message to reflect this.

Weapon Damage Formula

Damage done by your weapon attacks can be calculated as follows:

Total Damage =
floor(Player Muscle × rangeadj) - Monster Defense, (minimum 0)
+ [(10% to 20% of Weapon Power + 0 to 1) or 1 if barehanded ] × crit × tsfactor
+ (10% to 20% of Offhand Weapon Power + 0 to 1) if double-wielding
+ Bonus Melee Damage
+ Bonus Ranged Damage (only when wielding a ranged weapon)
+ Elemental Bonus Damage

Where

  • rangeadj is 1 for melee attack or Moxious Maneuver (any or no weapon), 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.)
  • Penalties to melee damage will not reduce the damage you deal below 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 is 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

  • Diff = (Monster Attack - Player Moxie), minimum 1
  • AbsorbFrac = (√(Damage Absorption/10) - 1)/10 (with minimum 0, maximum 0.9)
  • ElementalFrac: see Elemental Resistance to determine the value based on resistance strength; remember that Mysticality classes get an innate 5% bonus

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 they are the sum of two die rolls, rather than a single die roll; so values towards the middle of the range are more common. (Try rolling a pair of six-sided dice and adding them for yourself -- you should get about 6 times as many sevens as you do twos and twelves.)
  • For original spading and graphs of Damage vs. Awesomeness, see the Combat Mechanics project thread in the HCO forums.