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. | ||
− | *'''[[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. - 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.
- 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.
- 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