Weapon Damage: Difference between revisions
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imported>Wrldwzrd89 →Weapon Damage Formula: Removing ranged weapon note about bonus Muscle as it makes no sense now. |
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*Crit Multiplier is 1 for a normal hit, 2 for a critical hit, 3 for a critical hit with [[Audacity of the Otter]], or 4 for a critical hit with [[Legendary Luck]]; | *Crit Multiplier is 1 for a normal hit, 2 for a critical hit, 3 for a critical hit with [[Audacity of the Otter]], or 4 for a critical hit with [[Legendary Luck]]; | ||
*Attack-type Weapon Damage Multiplier is 2 for [[Thrust-Smack]], 2 for [[Mighty Axing]], 3 for [[Lunging Thrust-Smack]], 5 for [[Bashing Slam Smash]], 5 for [[Cleave]], or 1 otherwise. | *Attack-type Weapon Damage Multiplier is 2 for [[Thrust-Smack]], 2 for [[Mighty Axing]], 3 for [[Lunging Thrust-Smack]], 5 for [[Bashing Slam Smash]], 5 for [[Cleave]], or 1 otherwise. | ||
*You | *You must have a melee weapon equipped for [[Thrust-Smack|TS]], [[Lunging Thrust-Smack|LTS]], and [[Mighty Axing]]. | ||
*Damage is normally displayed as A '''(+B)''' {{element|Hot|dmg=(+C)}} {{element|Cold|dmg=(+D)}} {{element|Stench|dmg=(+E)}} {{element|Spooky|dmg=(+F)}} {{element|Sleaze|dmg=(+G)}}. | *Damage is normally displayed as A '''(+B)''' {{element|Hot|dmg=(+C)}} {{element|Cold|dmg=(+D)}} {{element|Stench|dmg=(+E)}} {{element|Spooky|dmg=(+F)}} {{element|Sleaze|dmg=(+G)}}. | ||
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*Percentile Weapon Bonus applies to the first four items listed above, but not off-hand or elemental damage (essentially, A above, but not B through G). | *Percentile Weapon Bonus applies to the first four items listed above, but not off-hand or elemental damage (essentially, A above, but not B through G). | ||
*When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage. | *When using [[Thrust-Smack]], [[Lunging Thrust-Smack]], or [[Lunge-Smack]], only the mainhand Weapon Damage is doubled/tripled, not the Total Damage. | ||
*[[Monster Level]] variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level. | *[[Monster Level]] variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level. | ||
Revision as of 15:31, 7 January 2014
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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. Note that Moxious Maneuver does not count as a weapon attack, and will not be boosted by Bonus Weapon Damage.
Weapon Damage Formula
Damage done by your weapon attacks can be calculated as follows:
- Total Damage =
- (floor(Player Muscle × Attack-type Muscle Multiplier × Weapon-type Muscle Multiplier) - Monster Defense, (minimum 0)
- + [(Weapon Damage) or 1 if barehanded or with a 0-power weapon ] × Crit Multiplier × Attack-type Weapon Damage Multiplier
- + absolute, non-elemental Bonus Weapon Damage
- + absolute, non-elemental Bonus Ranged Damage (only when wielding a ranged weapon))
- x (100% + percentage-based Bonus Weapon Damage)
- + (Offhand Weapon Damage) if double-wielding
- + Elemental Bonus Weapon Damage
- (floor(Player Muscle × Attack-type Muscle Multiplier × Weapon-type Muscle Multiplier) - Monster Defense, (minimum 0)
Where
- Attack-type Muscle Multiplier is 1.25 for a non-Seal Clubber's Lunging Thrust-Smack, 1.3 for a Seal Clubber's Lunging Thrust-Smack, 1.4 for a Bashing Slam Smash, or 1 otherwise;
- Weapon-type Muscle Multiplier is 1 for a Moxious Maneuver (with any or no weapon), 1 for any attack with a melee weapon, .75 for an attack with a ranged weapon, or .25 for an attack with no weapon;
- Crit Multiplier is 1 for a normal hit, 2 for a critical hit, 3 for a critical hit with Audacity of the Otter, or 4 for a critical hit with Legendary Luck;
- Attack-type Weapon Damage Multiplier is 2 for Thrust-Smack, 2 for Mighty Axing, 3 for Lunging Thrust-Smack, 5 for Bashing Slam Smash, 5 for Cleave, or 1 otherwise.
- You must have a melee weapon equipped for TS, LTS, and Mighty Axing.
- Damage is normally displayed as A (+B) (+C) (+D) (+E) (+F) (+G).
- Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
- Bonus Weapon Damage applies to both melee and ranged weapons.
- Percentile Weapon Bonus applies to the first four items listed above, but not off-hand or elemental damage (essentially, A above, but not B through G).
- When using Thrust-Smack, Lunging Thrust-Smack, or Lunge-Smack, only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
- 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 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: 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.