Difference between revisions of "Weapon damage"

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(final modifiers + source)
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==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|0.28.0|attack.cc|1216}}</ref>
+
<code> Damage = [uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses) + Stabbing bonus] * final multipliers - 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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*'''Fighting modifier''':
 
*'''Fighting modifier''':
 
** <code>1 + uniform([[Fighting]] skill)/30</code>
 
** <code>1 + uniform([[Fighting]] skill)/30</code>
*'''Misc modifiers''':
+
*'''Misc modifiers''':<ref>{{source ref|0.29.0|melee-attack.cc|1430}}</ref>
 
** [[Status_effects#Might|Might]] or [[Status_effects#Berserk|Berserk]]: +1d10
 
** [[Status_effects#Might|Might]] or [[Status_effects#Berserk|Berserk]]: +1d10
 
*'''Slaying bonuses''':
 
*'''Slaying bonuses''':
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** + [[Wu Jian Council]] heavenly storm bonus
 
** + [[Wu Jian Council]] heavenly storm bonus
 
** + [[Infusion]] bonus.   
 
** + [[Infusion]] bonus.   
*'''Final multipliers''':
+
*'''Final multipliers''':<ref>{{source ref|0.29.0|melee-attack.cc|1438}}</ref>
 
**If it is an additional [[cleaving]] attack: Multiply by 0.7
 
**If it is an additional [[cleaving]] attack: Multiply by 0.7
 
**[[Statue Form]]: Multiply by 1.5
 
**[[Statue Form]]: Multiply by 1.5
 
**[[Shadow Form]]: Multiply by 0.5
 
**[[Shadow Form]]: Multiply by 0.5
**If the player has the [[Weak]] [[status effect]]: Multiply by 0.75
+
**The [[Weak]] [[status effect]]: Multiply by 0.75
 +
**Bonuses for [[Wu Jian]] martial attacks
 +
**[[Palentonga]] roll
 +
**[[Confusing Touch]]: Set to 0
 
*'''Stabbing bonus''': See [[stabbing]].
 
*'''Stabbing bonus''': See [[stabbing]].
 
*'''AC damage reduction''': See [[AC]].
 
*'''AC damage reduction''': See [[AC]].

Revision as of 18:11, 24 August 2022

Version 0.29: 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] * final multipliers - 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 Dex = 12 and Short Blades skill = 12:
    • 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 dagger would deal up to 10 damage per 10 aut, while the rapier would deal up to 20. For this player, a +5 dagger would be inferior to a +0 rapier (if not used for stabbing).

References

History

  • In 0.29, launcher, long blade, and short blade damage 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.