Difference between revisions of "Weapon damage"

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(Updated damage formula)
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==Damage formula==
 
==Damage formula==
Damage = {[1d(Base damage * Strength modifier +1)-1] * Weapon skill modifier * Fighting modifier + Misc modifiers + Slaying bonuses} * Final multipliers + Stabbing bonus - AC damage reduction<ref>{{source ref|0.23.0|attack.cc|1285}}</ref>
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<code> Damage = uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses) + Stabbing bonus - AC damage reduction</code><ref>{{source ref|0.28|attack.cc|1216}}</ref>
  
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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 (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]]
*'''Strength modifier''':
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*'''Stat modifier''':
**If Strength > 10: (39+((1d(Strength-8)-1)*2))/39
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** <code>max(1, 0.75 + 0.025 * [[Stats|Stat]])</code>
**If Strength < 10: (39-((1d(12-Strength)-1)*3))/39
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** The [[Stats|Stat]] is your [[Strength]].
**If Strength = 10: 1
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** Until your stat is greater than 10, you get no bonus to damage done. The main advantage to raising a weapon skill is decreasing your attack delay.
*'''Weapon skill modifier''': Multiply by [2499 + 1d(100 * weapon_skill +1)]/2500 (not applied to unarmed combat)
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*'''Skill modifier''':  
*'''Fighting modifier''': Multiply by [3999 + 1d(100 * fighting_skill +1)]/4000
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** <code>1 + uniform(Weapon [[skill]])/25</code> (not applied to unarmed combat)
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*'''Fighting modifier''':
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** <code>1 + uniform([[Fighting]] skill)/30</code>
 
*'''Misc modifiers''':
 
*'''Misc modifiers''':
**Might or Berserk: +1d10
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** [[Status_effects#Might|Might]] or [[Status_effects#Berserk|Berserk]]: +1d10
**If you are starving: -1d5 + 1 (bloodless vampires don't suffer this penalty)
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*'''Slaying bonuses''':
*'''Slaying bonuses''':  
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** Weapon [[scroll of enchant weapon|enchantment bonus]]
**Effective enchantment = Weapon enchantment + Slaying bonus
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** - [[Corrosion]] penalty
**If Eff. enchantment > 0: + 1d(1 + Eff. enchantment) - 1
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** + [[Slaying]] bonus from rings or artifacts
**If Eff. enchantment < 0: - 1d(1 - Eff. enchantment) + 1
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** + 3 * [[Augmentation]] mutation level
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** + [[Sharp Scales]] mutation level
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** + [[Wereblood]] slaying bonus
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** - Penalty from being [[Status_effects#Horrified|horrified]]
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** + [[Wu Jian Council]] heavenly storm bonus
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** + [[Infusion]] bonus.
 
*'''Final multipliers''':
 
*'''Final multipliers''':
 
**If it is an additional [[cleaving]] attack: Multiply by 0.7
 
**If it is an additional [[cleaving]] attack: Multiply by 0.7

Revision as of 17:54, 23 April 2022

Version 0.23: 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: Strength modifier, 1d(Base * Strength modifier), Weapon skill modifier and Fighting modifier.

Damage formula

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

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

Some considerations:

  • The main contributions to weapon damage are: base damage, weapon skill (Maximum of +108% at level 27) and fighting skill (Maximum of +67.5% at level 27).
  • Effect of weapon and fighting skills is random. Linear distribution between 0 and the maximum.
  • 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.
  • Weapon brands 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.

History

  • In 0.13 the effect of stats on melee was doubled.
  • Between 0.8 and 0.13, melee weapons of speed suffered a -10% penalty to damage.

References