Difference between revisions of "Damage formula"

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*'''[[Weapon damage]]:''' which covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]].
 
*'''[[Weapon damage]]:''' which covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]].
 
*'''Spell damage:''' Each [[spell]] has its own damage formula; see a specific spell's page for more details.  
 
*'''Spell damage:''' 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>nD([[Spellpower]] * multiplier)</code> damage. Spells like [[Airstrike]] may further be multiplied.  
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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 external factors.
 
**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.
  

Revision as of 21:45, 7 October 2022

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

There is not a single damage formula. Different types of damage have different means of calculating damage:

Base Damage

  • Weapon damage: which covers damage calculation for weapons, unarmed combat, and throwing.
  • Spell damage: Each spell has its own damage formula; see a specific spell's page for more details.
    • Most spells are in dice notation, and deal nD(Spellpower * multiplier) damage. Spells like Airstrike may further be multiplied by external factors.
    • By default, spells check AC and EV. Some may ignore one or the other, or both.

Other Factors

  • To-hit: Determines the chance to-hit (a.k.a accuracy) of an attack. Some attacks have infinite to-hit.
  • Weapon speed: Determines how fast you swing/fire a weapon or fists. Most spells have a delay of 1.0.

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.