Difference between revisions of "Damage formula"

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("weapon damage" is an inconvient page. while damage formulas are pretty different between weapons & spells, create a general page)
 
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===Base Damage===
 
===Base Damage===
*[[Weapon damage]] for [[weapon]]s, [[unarmed combat]], and [[throwing]]
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*'''[[Weapon damage]]''' covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]].
*Each [[spell]] has its own damage formula; see a specific spell's page for more details. Most spells are in [[https://en.wikipedia.org/wiki/Dice_notation dice notation]], and deal <code>aD([[Spellpower]] * multiplier)</code>. Spells like [[Airstrike]] may further be multiplied.  
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*'''Spell damage:''' Each [[spell]] has its own damage formula; see a specific spell's page for more details.  
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** Most spells are in [[https://en.wikipedia.org/wiki/Dice_notation dice notation]], and deal <code>nD([[Spellpower]] * multiplier)</code> damage. Spells like [[Airstrike]] may further be multiplied.  
 
**By default, spells check [[AC]] and [[EV]]. Some may ignore one or the other, or both.
 
**By default, spells check [[AC]] and [[EV]]. Some may ignore one or the other, or both.
  
Also, most attacks have a [[to-hit]] value, which determines accuracy to hit. Some attacks have infinite to-hit.
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Most attacks have a [[to-hit]] value, which determines accuracy to hit. Some attacks have infinite to-hit.
  
 
===Damage Reduction===
 
===Damage Reduction===
*[[Armour class]] (AC) will reduce attacks by (0 to AC) damage.
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*[[Armour class]] (AC) will reduce most attacks by (0 to AC) damage.
 
**Physical attacks in melee are affected by [[guaranteed damage reduction]] (GDR), which increase the minimum AC roll.
 
**Physical attacks in melee are affected by [[guaranteed damage reduction]] (GDR), which increase the minimum AC roll.
*[[Evasion]] score (EV) determines how likely you are to dodge an attack completely. See [[Evasion#To-hit_versus_EV]] for formulas.
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*[[Evasion]] score (EV) determines how likely you are to dodge an avoidable attack completely. See [[Evasion#To-hit_versus_EV]] for formulas.
*[[Shield]] score (SH) determines how likely you are to block an attack. Melee attacks, ranged attacks, and certain projectile-like spells can be blocked. See [[Shields#Blocking]] for formulas.
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*[[Shield]] score (SH) determines how likely you are to block an attack completely. Melee attacks, ranged attacks, and certain projectile-like spells can be blocked. See [[Shields#Blocking]] for formulas.

Revision as of 21:41, 7 October 2022

This page is a stub. You could probably expand this page should you wish to do so.

Different types of damage have different means of calculating damage

Base Damage

Most attacks have a to-hit value, which determines accuracy to hit. Some attacks have infinite to-hit.

Damage Reduction

  • Armour class (AC) will reduce most attacks by (0 to AC) damage.
  • Evasion score (EV) determines how likely you are to dodge an avoidable attack completely. See Evasion#To-hit_versus_EV for formulas.
  • Shield score (SH) determines how likely you are to block an attack completely. Melee attacks, ranged attacks, and certain projectile-like spells can be blocked. See Shields#Blocking for formulas.