Difference between revisions of "Damage formula"

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m (Base Damage)
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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.
*'''[[Poison]]''' deals damage over time.
+
*'''[[Poison#Poisoned Condition|Poison]]''' deals damage over time. The more poison you recieve, the more the poison "stacks", and the faster you take damage.
 
*Certain effects like [[Agony]], [[Torment]], and [[flay]] are percentages of your maximum health.
 
*Certain effects like [[Agony]], [[Torment]], and [[flay]] are percentages of your maximum health.
  

Revision as of 22:28, 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. The more poison you recieve, the more the poison "stacks", and the faster you take damage.
  • 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