Weapon Damage: Difference between revisions

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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 must have a melee weapon equipped for [[Thrust-Smack|TS]], [[Lunging Thrust-Smack|LTS]], and [[Mighty Axing]].
*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.
*Note that with a ranged weapon equipped, you will gain no bonus damage from having high Muscle unless your Muscle is more than 33% more than the monster's defense.  (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 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

[ Return to Game Mechanics ]

The Hermit humbly requests that this page be rewritten or expanded.

Moxious Maneuver is gone. Ranged weapons now deal bonus damage based on how much the attacker out-moxies the target rather than depending on muscle. TS/LTS no longer require melee weapons. Lunge Smack exists once more. Verify EVERYTHING.


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

Where

  • 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
  • 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.