Weapon Damage: Difference between revisions

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{| cellpadding="3" cellspacing="0" border="1" style="border-collapse: collapse; text-align: center; valign: center; margin-left: auto; margin-right: auto;"
{{RETURNTO Mechanics}}
|-
__NOTOC__
! colspan="2" style="background-color: #CCCCCC;"| Dressing Up
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.
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! colspan="2" style="background-color: whitesmoke;"| [[Dressing For Success|Maximizing]]
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.
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===Weapon Damage Formula===
[[Maximizing Your Muscle|Mus]] ·
Damage done by your weapon attacks can be calculated as follows:
[[Maximizing Your Mysticality|Mys]] ·
:Total Damage =
[[Maximizing Your Moxie|Mox]] ·
:::floor(Player [[Muscle|Muscle]] × rangeadj) - Monster Defense, (minimum 0)
[[Maximizing Your HP|HP]] ·
:::+ [(10% to 20% of [[Weapons (by power)|Weapon Power]] + 0 to 1) or 1 if barehanded ] × crit × tsfactor
[[Maximizing Your MP|MP]] ·
:::+ (10% to 20% of [[Double-Fisted Skull Smashing|Offhand Weapon Power]] + 0 to 1) if [[Double-Fisted Skull Smashing|double-wielding]]
[[Maximizing Your Weapon Damage|MDmg]] ·
:::+ [[Bonus Weapon Damage]]
[[Maximizing Your Spell Damage|SDmg]] ·
:::+ [[Bonus Ranged Damage]] (only when wielding a [[:Category:Ranged Weapons|ranged weapon]])
[[Maximizing Your Combat Initiative|Init]] ·
:::+ [[Elements|Elemental]] [[Bonus Weapon Damage|Bonus Damage]]
[[Maximizing Your Damage Absorption|DA]] ·
 
[[Maximizing Your Damage Reduction|DR]] ·
Where
[[Maximizing Your Elemental Resistance|Res]]<br />
*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);
<!--[[Maximizing Your Stats Gains from Fights|-->FightStats<!--]]-->·
*crit is 1 for a normal hit, 2 for a critical hit; and
[[Maximizing Monster Level|ML]] ·
*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]].)
[[Maximizing Your Item Drops|Items]] ·
 
[[Maximizing Your Meat Drops|Meat]] ·
*Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
[[Maximizing Your HP Regeneration|HP Regen]] ·
*Until the KoL dev team alleviates some semantics problems, Bonus Weapon Damage always applies even when using a ranged weapon.
[[Maximizing Your MP Regeneration|MP Regen]] ·
*When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
[[Maximizing Your Rollover Adventures|Adv]]
*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.
! colspan="2" style="background-color: whitesmoke;"| [[Game Mechanics|Modifiers]]
 
|-
===Monster Damage Formula===
|
Raw monster damage is given by:
[[Muscle Modifiers|Mus]] ·
:Total Damage =
[[Mysticality Modifiers|Mys]] ·
::(Diff + [[Random Number Generator|20 to 25%]] of [[Monster Level|Monster Attack]] - [[Damage Reduction]])
[[Moxie Modifiers|Mox]] ·
::&times; (1 - AbsorbFrac)
[[HP Increasers|HP]] ·
::&times; (1 - ElementalFrac)
[[MP Increasers|MP]] ·
Where
[[Bonus Weapon Damage|MDmg]] ·
*Diff = ([[Monster Level|Monster Attack]] - Player Moxie), minimum 1
[[Bonus Spell Damage|SDmg]] ·
**except for [[Hero of the Half-Shell|Heroes of the Half-Shell]] who are wielding a [[:Category:Shields|shield]] and have more Muscle than Moxie, in which case Muscle will be substituted for Moxie.
[[Combat Initiative|Init]] ·
*AbsorbFrac = (√([[Damage Absorption]]/10) - 1)/10 (with minimum 0, maximum 0.9)
[[Damage Absorption|DA]] ·
*ElementalFrac: see [[Elemental Resistance]] to determine the value based on resistance strength; remember that Mysticality classes get an innate 5% bonus
[[Damage Reduction|DR]] ·
 
[[Elemental Resistance|Res]]<br />
==Notes==
[[Stat Gains from Fights|FightStats]] ·
*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.
[[Monster Level|ML]] ·
*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.
[[Items from Monsters|Items]] ·
*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.)
[[Meat from Monsters|Meat]] ·
*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].
[[HP Restorers#HP Regenerated each adventure by Items/Skills/Equipment/Effects|HP Regen]] ·
 
[[MP Restorers#MP Regenerated by Items/Skills/Equipment/Effects|MP Regen]] ·
[[Category:Game Mechanics]]
[[Extra Rollover Adventures|Adv]]
<hr width="75%"/>
[[Prismatic Damage|PrismDmg]] ·
[[Bonus Ranged Damage|RDmg]] ·
[[Critical Hit Chance|Crit]] ·
[[Fumble Chance|Fumb]] ·
[[Stunning|Stun]] ·
[[Passive Damage|Passive Dmg]] ·
[[Familiar Weight|Fam Wt]]<br />
[[Skill MP Cost Modifiers|MP Cost]] ·
[[Elemental Spell Damage|Spell Elts]] ·
[[Combat Frequency|Combat%]] ·
[[Hobo Power|Hobo]] ·
[[Extra PvP Fights|PvP]]
|}
<noinclude>[[Category:Navigation Templates| {{PAGENAME}}]]</noinclude>

Revision as of 01:10, 6 November 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 Weapon 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 Weapon 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.