Difference between revisions of "Weapon damage"

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m (mention strength minimum)
(Damage formula)
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*'''AC damage reduction''': See [[AC]].
 
*'''AC damage reduction''': See [[AC]].
  
Some considerations:
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==Notes==
 
*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).
 
*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.
+
*Effect of weapon and fighting skills is random, with a linear distribution between 0 and the maximum.
*At very low skill levels, the value of base damage and enchantment is approximately the same. But as characters gain more skill and stats, only base damage gets multiplied, so it has a greater effect.
+
*At very low skill levels, the value of 1 base damage and +1 enchantment are approximately the same. But as characters gain more skill and stats, only base damage gets multiplied, having a greater effect.
*Weapon [[brand]]s that use multiplicative bonuses, calculate the additional amount of damage as a random 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 with multiplicative bonuses are applied after the damage formula, including AC reduction. The added damage then ignores AC, but can be affected by resistances and vulnerabilities.
*Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding down is worse with a weapon with low base damage. For an example, lets look at a player with a Stat of 12 and a Skill of 12 in short blades. With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage. The same player wielding a +0 rapier with a base damage of 8 can do up to 13 damage. So a dagger's damage increases by 25% while a rapier's damage increases by 62%. The damage per 10 [[aut]] is now a max of 10 for the dagger and a max of 20 for the rapier. At this stat and skill level a +5 dagger would be inferior to a +0 rapier except when it comes to stabbing.
+
*Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding is worse with a weapon with low base damage. For example, take a player with a Stat of 12 and a Skill of 12 in short blades:
 +
** With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage. The same player wielding a +0 rapier with a base damage of 8 can do up to 13 damage. So, the stat and skill bonuses increase the dagger's damage by 25% and the rapier's damage by 62%. The damage per 10 [[aut]] is now a max of 10 for the dagger and a max of 20 for the rapier. For this player, a +5 dagger would be inferior to a +0 rapier (at least, without [[stab]]ing).
  
 
==References==
 
==References==

Revision as of 21:53, 20 August 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: 1d(Base * Strength modifier), Slaying bonus, 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.

Notes

  • 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, with a linear distribution between 0 and the maximum.
  • At very low skill levels, the value of 1 base damage and +1 enchantment are approximately the same. But as characters gain more skill and stats, only base damage gets multiplied, having a greater effect.
  • Weapon brands with multiplicative bonuses are applied after the damage formula, including AC reduction. The added damage then ignores AC, but can be affected by resistances and vulnerabilities.
  • Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding is worse with a weapon with low base damage. For example, take a player with a Stat of 12 and a Skill of 12 in short blades:
    • With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage. The same player wielding a +0 rapier with a base damage of 8 can do up to 13 damage. So, the stat and skill bonuses increase the dagger's damage by 25% and the rapier's damage by 62%. The damage per 10 aut is now a max of 10 for the dagger and a max of 20 for the rapier. For this player, a +5 dagger would be inferior to a +0 rapier (at least, without stabing).

References

  1. attack.cc:1216 (0.28.0)

History

  • In 0.29, launcher, long blade, and short blade damage will scale with Dexterity rather than Strength.
  • In 0.27, the strength modifier was simplified and made nonrandom.
  • 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.