Weapon Damage
From A KoL Wiki
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There are some vague or non-exact figures and information on this page. Some spading is required.
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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.
Weapon Damage Formula
Damage done by your weapon attacks can be calculated as follows:
- Total Damage =
(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, 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
- 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
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.