Difference between revisions of "Damage formula"

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**Certain spells like [[Airstrike]] may further be multiplied by external factors.
 
**Certain 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.
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*'''[[Poison]]''' deals damage over time.
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*Certain effects like [[Agony]], [[Torment]], and [[flay]] are percentages of your maximum health.
  
 
Damage from monsters is unknown(?), but their maximum damage is displayed on examination.
 
Damage from monsters is unknown(?), but their maximum damage is displayed on examination.
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===Damage Reduction===
 
===Damage Reduction===
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*'''[[Resistance]]s''' reduce damage of a [[damage type|specific type]]. Player and monster resistances are not symmetrical.
 
*'''[[Armour class]] (AC)''' will reduce most attacks by (0 to AC) damage.
 
*'''[[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 avoidable attack completely. See [[Evasion#To-hit_versus_EV]] for formulas.
 
*'''[[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.
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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 22:21, 7 October 2022

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

There isn't a single, general purpose damage formula, but different types of damage have different means of calculating damage:

Base Damage

  • Weapon damage: which covers damage calculation for player weapons, unarmed combat, and throwing.
  • Spell damage: Most spells deal damage in dice notation, and deal nD( (Spellpower * multiplier / divisor) + constant). Each spell has its own multiplier, divisor, and constant. See a spell's own page for more details.
    • Certain 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.
  • Poison deals damage over time.
  • Certain effects like Agony, Torment, and flay are percentages of your maximum health.

Damage from monsters is unknown(?), but their maximum damage is displayed on examination.

Other Factors

  • To-hit: Determines accuracy (chance to-hit) of an attack. Some attacks can't miss, which is an 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

  • Resistances reduce damage of a specific type. Player and monster resistances are not symmetrical.
  • 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