Difference between revisions of "Weapon damage"

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(Updated damage formula)
(Bumped version. Corrected code link and mentioned changes in 0.29.)
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Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers.  Slaying bonuses and weapon enchantment are added afterwards.  Actual damage components are randomly rolled in four places: Strength modifier, 1d(Base * Strength modifier), Weapon skill modifier and Fighting modifier.
 
Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers.  Slaying bonuses and weapon enchantment are added afterwards.  Actual damage components are randomly rolled in four places: Strength modifier, 1d(Base * Strength modifier), Weapon skill modifier and Fighting modifier.
  
 
==Damage formula==
 
==Damage formula==
<code> Damage = uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses) + Stabbing bonus - AC damage reduction</code><ref>{{source ref|0.28|attack.cc|1216}}</ref>
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<code> Damage = uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses) + Stabbing bonus - AC damage reduction</code><ref>{{source ref|0.28.0|attack.cc|1216}}</ref>
  
 
As a shorthand <code>uniform(x) = 1d(x+1)-1</code> or a roll from 0 to x inclusive.
 
As a shorthand <code>uniform(x) = 1d(x+1)-1</code> or a roll from 0 to x inclusive.
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*As you can see, at very low skill levels, the value of base damage and enchantment is approximately the same, but for skilled characters base damage is much more important than enchantment.
 
*As you can see, at very low skill levels, the value of base damage and enchantment is approximately the same, but for skilled characters base damage is much more important than enchantment.
 
*Weapon [[brand]]s that use multiplicative bonuses, calculate the additional amount of damage as a percentage of the damage described in this page (including AC damage reduction). This additional amount of damage ignores [[AC]], but it can be affected by resistances or vulnerabilities.
 
*Weapon [[brand]]s that use multiplicative bonuses, calculate the additional amount of damage as a percentage of the damage described in this page (including AC damage reduction). This additional amount of damage ignores [[AC]], but it can be affected by resistances or vulnerabilities.
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==References==
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<references/>
  
 
==History==
 
==History==
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*Starting in [[0.29]] launcher, long blade, and short blade damage will scale with [[Dexterity]] rather than [[Strength]]
 
*In [[0.13]] the effect of stats on melee was doubled.
 
*In [[0.13]] the effect of stats on melee was doubled.
 
*Between [[0.8]] and [[0.13]], melee weapons of [[speed (brand)|speed]] suffered a -10% penalty to damage.
 
*Between [[0.8]] and [[0.13]], melee weapons of [[speed (brand)|speed]] suffered a -10% penalty to damage.
  
==References==
 
<references />
 
  
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[[Category:Crystal Ball Articles]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Combat]]
 
[[Category:Combat]]

Revision as of 17:59, 23 April 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.

Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers. Slaying bonuses and weapon enchantment are added afterwards. Actual damage components are randomly rolled in four places: Strength modifier, 1d(Base * Strength modifier), Weapon skill modifier and Fighting modifier.

Damage formula

Damage = uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses) + Stabbing bonus - AC damage reduction[1]

As a shorthand uniform(x) = 1d(x+1)-1 or a roll from 0 to x inclusive.

Some considerations:

  • The main contributions to weapon damage are: base damage, weapon skill (Maximum of +108% at level 27) and fighting skill (Maximum of +67.5% at level 27).
  • Effect of weapon and fighting skills is random. Linear distribution between 0 and the maximum.
  • As you can see, at very low skill levels, the value of base damage and enchantment is approximately the same, but for skilled characters base damage is much more important than enchantment.
  • Weapon brands that use multiplicative bonuses, calculate the additional amount of damage as a percentage of the damage described in this page (including AC damage reduction). This additional amount of damage ignores AC, but it can be affected by resistances or vulnerabilities.

References

  1. attack.cc:1216 (0.28.0)

History

  • Starting in 0.29 launcher, long blade, and short blade damage will scale with Dexterity rather than Strength
  • In 0.13 the effect of stats on melee was doubled.
  • Between 0.8 and 0.13, melee weapons of speed suffered a -10% penalty to damage.