Difference between revisions of "Weapon damage"

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Weapon damage is your base weapon damage, multiplied by weapon skill and fighting skill, and your strength bonus depending on the strength weighting of the weapon type.  Slaying bonuses and weapon enchantment are added afterwards.  Actual damage is randomly rolled, 1dWeaponDamage.
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Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers.  Slaying bonuses and weapon enchantment are added afterwards.  Actual damage components are randomly rolled in four places: 1d(Base * Strength modifier), Slaying bonus, Weapon skill modifier and Fighting modifier.
  
 
==Damage formula==
 
==Damage formula==
Damage = {[1d(Base damage * Stat modifier)-0.66] * Weapon skill modifier * Fighting modifier
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<code> Damage = [uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses)] * final multipliers + Stabbing bonus - AC damage reduction</code><ref>{{source ref|0.31.0|attack.cc|1202}}</ref>
          + Misc modifiers + Slaying bonuses + Weapon bonuses)}
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*''While final multipliers are applied after stabbing bonus, the stabbing bonus doesn't benefit from these multipliers.''
          * Final multipliers + Stabbing bonus - AC damage reduction
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As a shorthand <code>uniform(x) = 1d(x+1)-1</code> or a roll from 0 to x inclusive.
  
 
*'''Base damage''':
 
*'''Base damage''':
**Unarmed combat: 3 + UC (can be changed by some spells, see [[Unarmed combat]])
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**Unarmed combat: 3 + UC skill (can be changed by some spells and the claws mutation, see [[Unarmed combat]])
**Using a weapon: Base damage of the weapon
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**Using a weapon: Base damage of the [[weapon]]
*'''Stat modifier''':
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**Using a thrown weapon:<ref>No damage for darts, nets, or thrown melee weapons</ref> Base thrown missile damage + [[Throwing]] skill
**Stat = STR + (dex_weight/10) * (DEX - STR)/2 (a number between STR and (STR+DEX)/2)
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***Throwing [[stone]]s: Base damage + ([[Throwing]] skill/2)
**If Stat > 11: Multiply by 1 + 1d(Stat - 11)*2/39 (average bonus: +2.6% for every point above 11)
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**The [[heavy]] brand multiplies a weapon's base damage.
**If Stat < 11: Multiply by 1 - 1d(9 - Stat)*3/39 (average bonus: -3.8% for every point below 9)
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*'''Stat modifier''':<ref>{{source ref|0.31.0|fight.cc|1332}}</ref>
*'''Weapon skill modifier''': Multiply by 1 + (1dSkill)/25 (not applied to unarmed combat; average bonus: +2% for every skill level)
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**<code>0.75 + (0.025 * [[Stats|Stat]])</code>, or a 2.5% boost per stat.
*'''Fighting modifier''': Multiply by 1 + (1dFighting)/30 (average bonus: +1.67% for every skill level in fighting)
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**[[Short Blades]], [[Long Blades]], and [[Ranged Weapons]] use [[dexterity]]. Other weapons and Unarmed Combat use [[strength]].  
*'''Misc modifiers''':
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**There is a minimum modifier of 0.01 (1%), at -30 stat.
**Might or Berserk: +1d10
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*'''Skill modifier''':  
**If you are starving: -1d5 + 1 (bloodless vampires don't suffer this penalty)
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**<code>1 + uniform(Weapon [[skill]])/25</code> (not applied to unarmed or throwing)
*'''Slaying bonuses''':  
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**The other main advantage to raising a weapon/unarmed skill is decreasing your [[attack delay]].
**Effective enchantment = Weapon enchantment + Slaying bonus
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*'''Fighting modifier''':
**If Eff. enchantment > 0: + 1d(1 + Eff. enchantment) - 1
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**<code>1 + uniform([[Fighting]] skill)/30</code>
**If Eff. enchantment < 0: - 1d(1 - Eff. enchantment) + 1
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*'''Misc modifiers''':<ref>{{source ref|0.31.0|melee-attack.cc|1732}}</ref>
*'''Weapon bonuses''':
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**[[Status_effects#Might|Might]] or [[Status_effects#Berserk|Berserk]]: +1d10
**If you are a [[deep dwarf]] and it is a dwarven weapon: +1d3 - 1
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*'''Slaying bonuses''':
**If you are a [[hill orc]] and it is an orcish weapon: +1d2 - 1 + Beogh bonus (Beogh bonus is up to 1+1d(5.45))
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**Weapon [[scroll of enchant weapon|enchantment bonus]]
**If you are a [[demonspawn]] and it is a demonic weapon: +1d3 - 1 (demon whips, demon blades, demon tridents)
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**Added or subtracted from [[Slaying#Sources|sources of slaying]].
*'''Final multipliers''':
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*'''Final multipliers''':<ref>{{source ref|0.31.0|melee-attack.cc|1735}}</ref>
**If it is a weapon of [[speed]]: Multiply the damage by 0.9
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**If it is an additional [[cleaving]] attack: Multiply by 0.7<ref>{{source ref|0.31.0|melee-attack.cc|3782}}</ref>
**If it is an additional [[cleaving]] attack: Multiply by 0.75
 
 
**[[Statue Form]]: Multiply by 1.5
 
**[[Statue Form]]: Multiply by 1.5
**If the player has the [[Weak]] [[status effect]]: Multiply by 0.75
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**[[Shadow Form]]: Multiply by 0.5
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**The [[Weak]] [[status effect]]: Multiply by 0.75
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**Bonuses for [[Wu Jian]] martial attacks and [[Vhi's Electric Charge]]
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**[[Confusing Touch]]: Set to 0
 
*'''Stabbing bonus''': See [[stabbing]].
 
*'''Stabbing bonus''': See [[stabbing]].
 
*'''AC damage reduction''': See [[AC]].
 
*'''AC damage reduction''': See [[AC]].
  
Some considerations:
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==Notes==
*The main contributions to weapon damage are: base damage, weapon skill (+54% at level 27) and fighting skill (+45% at level 27).
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*The main contributions to weapon damage are: base damage, weapon skill (avg. +54% at level 27) and fighting skill (avg. +45% at level 27).
*As you can see, at very low skill levels, the value of base damage and enchantment is approximately the same, but for skilled characters base damage is much more important than enchantment.
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*Weapon [[brand]]s that use multiplicative bonuses, calculate the additional amount of damage as a percentage of the damage described in this page (including AC damage reduction). This additional amount of damage ignores [[AC]], but it can be affected by resistances or vulnerabilities.
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*At low skill values, 1 base damage roughly equals +1 slay. As you gain skill, only base damage is multiplied, resulting in a greater effect. 1 base damage = <code>1 + (average of Stat mod * Skill mod * Fight mod)</code> slaying.
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*When weapon damage is viewed in the ''''i''''nventory or with the '''@''' command, the "Skill" bonus is <code>Skill mod * Fighting mod</code>, using the average of both rolls.
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*Weapon [[brand]]s (except [[heavy]]) are applied at the end of the formula, after AC reduction. The added damage then ignores AC.
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:In other words, the [[flaming]] or [[freezing]] brands aren't any better on an [[executioner's axe]] than on a [[quickblade]]. For example, if a +0 axe and +9 quickblade dealt the same damage per turn, a +0 axe of flaming and +9 quickblade of flaming would also deal the same damage per turn.
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===Rounding===
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Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding is worse with a weapon with low base damage. For example, take a player with Dex = 16 and Short Blades skill = 12:
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*With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage.  
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*The same player wielding a +0 rapier with a base damage of 7 can do up to 11 damage.
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So, the stat and skill bonuses increase the dagger's damage by 25% and the rapier's damage by 57%. The dagger would deal up to 10 damage per 10 [[aut]], while the rapier would deal up to 18. For this player, a +3 dagger would be inferior to a +0 rapier (if not used for [[stab]]bing).
  
 
==History==
 
==History==
In [[0.13]] the effect of stats on melee was doubled.
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*Prior to [[0.29]], all weapon damage scaled with [[strength]].
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*Prior to [[0.27]], the strength modifier was random.
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*Prior to [[0.18]], weapons used a mix of strength and dexterity, depending on the weapon itself.
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*Prior to [[0.13]], stats had half the effect on melee.
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*Between [[0.8]] and [[0.13]], melee weapons of [[speed (brand)|speed]] suffered a -10% penalty to damage.
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==References==
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<references/>
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Combat]]
 
[[Category:Combat]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 04:25, 22 May 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers. Slaying bonuses and weapon enchantment are added afterwards. Actual damage components are randomly rolled in four places: 1d(Base * Strength modifier), Slaying bonus, Weapon skill modifier and Fighting modifier.

Damage formula

Damage = [uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses)] * final multipliers + Stabbing bonus - AC damage reduction[1]

  • While final multipliers are applied after stabbing bonus, the stabbing bonus doesn't benefit from these multipliers.

As a shorthand uniform(x) = 1d(x+1)-1 or a roll from 0 to x inclusive.

Notes

  • The main contributions to weapon damage are: base damage, weapon skill (avg. +54% at level 27) and fighting skill (avg. +45% at level 27).
  • At low skill values, 1 base damage roughly equals +1 slay. As you gain skill, only base damage is multiplied, resulting in a greater effect. 1 base damage = 1 + (average of Stat mod * Skill mod * Fight mod) slaying.
  • When weapon damage is viewed in the 'i'nventory or with the @ command, the "Skill" bonus is Skill mod * Fighting mod, using the average of both rolls.
  • Weapon brands (except heavy) are applied at the end of the formula, after AC reduction. The added damage then ignores AC.
In other words, the flaming or freezing brands aren't any better on an executioner's axe than on a quickblade. For example, if a +0 axe and +9 quickblade dealt the same damage per turn, a +0 axe of flaming and +9 quickblade of flaming would also deal the same damage per turn.

Rounding

Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding is worse with a weapon with low base damage. For example, take a player with Dex = 16 and Short Blades skill = 12:

  • With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage.
  • The same player wielding a +0 rapier with a base damage of 7 can do up to 11 damage.

So, the stat and skill bonuses increase the dagger's damage by 25% and the rapier's damage by 57%. The dagger would deal up to 10 damage per 10 aut, while the rapier would deal up to 18. For this player, a +3 dagger would be inferior to a +0 rapier (if not used for stabbing).

History

  • Prior to 0.29, all weapon damage scaled with strength.
  • Prior to 0.27, the strength modifier was random.
  • Prior to 0.18, weapons used a mix of strength and dexterity, depending on the weapon itself.
  • Prior to 0.13, stats had half the effect on melee.
  • Between 0.8 and 0.13, melee weapons of speed suffered a -10% penalty to damage.

References

  1. attack.cc:1202 (0.31.0)
  2. No damage for darts, nets, or thrown melee weapons
  3. fight.cc:1332 (0.31.0)
  4. melee-attack.cc:1732 (0.31.0)
  5. melee-attack.cc:1735 (0.31.0)
  6. melee-attack.cc:3782 (0.31.0)