Difference between revisions of "Weapon damage"
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− | {{ | + | {{version031}} |
− | Weapon damage is your base weapon damage, multiplied by weapon skill and fighting skill | + | 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== | ||
− | + | <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> | |
− | + | *''While final multipliers are applied after stabbing bonus, the stabbing bonus doesn't benefit from these multipliers.'' | |
− | + | ||
+ | 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]]) | + | **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 | + | **Using a weapon: Base damage of the [[weapon]] |
− | *'''Stat modifier''': | + | **Using a thrown weapon:<ref>No damage for darts, nets, or thrown melee weapons</ref> Base thrown missile damage + [[Throwing]] skill |
− | ** | + | ***Throwing [[stone]]s: Base damage + ([[Throwing]] skill/2) |
− | ** | + | **The [[heavy]] brand multiplies a weapon's base damage. |
− | ** | + | *'''Stat modifier''':<ref>{{source ref|0.31.0|fight.cc|1332}}</ref> |
− | *''' | + | **<code>0.75 + (0.025 * [[Stats|Stat]])</code>, or a 2.5% boost per stat. |
− | *'''Fighting modifier''': | + | **[[Short Blades]], [[Long Blades]], and [[Ranged Weapons]] use [[dexterity]]. Other weapons and Unarmed Combat use [[strength]]. |
− | *'''Misc modifiers''': | + | **There is a minimum modifier of 0.01 (1%), at -30 stat. |
− | **Might or Berserk: +1d10 | + | *'''Skill modifier''': |
− | + | **<code>1 + uniform(Weapon [[skill]])/25</code> (not applied to unarmed or throwing) | |
− | *'''Slaying bonuses''': | + | **The other main advantage to raising a weapon/unarmed skill is decreasing your [[attack delay]]. |
− | ** | + | *'''Fighting modifier''': |
− | ** | + | **<code>1 + uniform([[Fighting]] skill)/30</code> |
− | + | *'''Misc modifiers''':<ref>{{source ref|0.31.0|melee-attack.cc|1732}}</ref> | |
− | *'''Final multipliers''': | + | **[[Status_effects#Might|Might]] or [[Status_effects#Berserk|Berserk]]: +1d10 |
− | **If it is an additional [[cleaving]] attack: Multiply by 0. | + | *'''Slaying bonuses''': |
+ | **Weapon [[scroll of enchant weapon|enchantment bonus]] | ||
+ | **Added or subtracted from [[Slaying#Sources|sources of slaying]]. | ||
+ | *'''Final multipliers''':<ref>{{source ref|0.31.0|melee-attack.cc|1735}}</ref> | ||
+ | **If it is an additional [[cleaving]] attack: Multiply by 0.7<ref>{{source ref|0.31.0|melee-attack.cc|3782}}</ref> | ||
**[[Statue Form]]: Multiply by 1.5 | **[[Statue Form]]: Multiply by 1.5 | ||
− | ** | + | **[[Shadow Form]]: Multiply by 0.5 |
+ | **The [[Weak]] [[status effect]]: Multiply by 0.75 | ||
+ | **Bonuses for [[Wu Jian]] martial attacks and [[Vhi's Electric Charge]] | ||
+ | **[[Confusing Touch]]: Set to 0 | ||
*'''Stabbing bonus''': See [[stabbing]]. | *'''Stabbing bonus''': See [[stabbing]]. | ||
*'''AC damage reduction''': See [[AC]]. | *'''AC damage reduction''': See [[AC]]. | ||
− | + | ==Notes== | |
− | *The main contributions to weapon damage are: base damage, weapon skill (+54% at level 27) and fighting skill (+45% at level 27). | + | *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 | + | |
− | *Weapon [[brand]]s | + | *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. |
+ | |||
+ | *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. | ||
+ | |||
+ | *Weapon [[brand]]s (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 [[stab]]bing). | ||
==History== | ==History== | ||
− | Between [[0.8]] and [[0.13]], melee weapons of [[speed (brand)|speed]] suffered a -10% penalty to damage. | + | *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 (brand)|speed]] suffered a -10% penalty to damage. | ||
− | + | ==References== | |
+ | <references/> | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] | ||
[[Category:Combat]] | [[Category:Combat]] |
Latest revision as of 04:25, 22 May 2024
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.
- Base damage:
- 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
- Using a thrown weapon:[2] Base thrown missile damage + Throwing skill
- The heavy brand multiplies a weapon's base damage.
- Stat modifier:[3]
0.75 + (0.025 * Stat)
, or a 2.5% boost per stat.- Short Blades, Long Blades, and Ranged Weapons use dexterity. Other weapons and Unarmed Combat use strength.
- There is a minimum modifier of 0.01 (1%), at -30 stat.
- Skill modifier:
1 + uniform(Weapon skill)/25
(not applied to unarmed or throwing)- The other main advantage to raising a weapon/unarmed skill is decreasing your attack delay.
- Fighting modifier:
1 + uniform(Fighting skill)/30
- Misc modifiers:[4]
- Slaying bonuses:
- Weapon enchantment bonus
- Added or subtracted from sources of slaying.
- Final multipliers:[5]
- If it is an additional cleaving attack: Multiply by 0.7[6]
- Statue Form: Multiply by 1.5
- Shadow Form: Multiply by 0.5
- The Weak status effect: Multiply by 0.75
- Bonuses for Wu Jian martial attacks and Vhi's Electric Charge
- Confusing Touch: Set to 0
- Stabbing bonus: See stabbing.
- AC damage reduction: See AC.
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
- ↑ attack.cc:1202 (0.31.0)
- ↑ No damage for darts, nets, or thrown melee weapons
- ↑ fight.cc:1332 (0.31.0)
- ↑ melee-attack.cc:1732 (0.31.0)
- ↑ melee-attack.cc:1735 (0.31.0)
- ↑ melee-attack.cc:3782 (0.31.0)