Difference between revisions of "Weapon damage"
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==Damage formula== | ==Damage formula== | ||
− | + | <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> | |
+ | 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 (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''': |
− | ** | + | ** <code>max(1, 0.75 + 0.025 * [[Stats|Stat]])</code> |
− | ** | + | ** The [[Stats|Stat]] is your [[Strength]]. |
− | ** | + | ** 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. |
− | *''' | + | *'''Skill modifier''': |
− | *'''Fighting modifier''': | + | ** <code>1 + uniform(Weapon [[skill]])/25</code> (not applied to unarmed combat) |
+ | *'''Fighting modifier''': | ||
+ | ** <code>1 + uniform([[Fighting]] skill)/30</code> | ||
*'''Misc modifiers''': | *'''Misc modifiers''': | ||
− | **Might or Berserk: +1d10 | + | ** [[Status_effects#Might|Might]] or [[Status_effects#Berserk|Berserk]]: +1d10 |
− | + | *'''Slaying bonuses''': | |
− | *'''Slaying bonuses''': | + | ** Weapon [[scroll of enchant weapon|enchantment bonus]] |
− | ** | + | ** - [[Corrosion]] penalty |
− | ** | + | ** + [[Slaying]] bonus from rings or artifacts |
− | ** | + | ** + 3 * [[Augmentation]] mutation level |
+ | ** + [[Sharp Scales]] mutation level | ||
+ | ** + [[Wereblood]] slaying bonus | ||
+ | ** - Penalty from being [[Status_effects#Horrified|horrified]] | ||
+ | ** + [[Wu Jian Council]] heavenly storm bonus | ||
+ | ** + [[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.
- Base damage:
- 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
- Stat modifier:
- Skill modifier:
-
1 + uniform(Weapon skill)/25
(not applied to unarmed combat)
-
- Fighting modifier:
-
1 + uniform(Fighting skill)/30
-
- Misc modifiers:
- Slaying bonuses:
- Weapon enchantment bonus
- - Corrosion penalty
- + Slaying bonus from rings or artifacts
- + 3 * Augmentation mutation level
- + Sharp Scales mutation level
- + Wereblood slaying bonus
- - Penalty from being horrified
- + Wu Jian Council heavenly storm bonus
- + Infusion bonus.
- Final multipliers:
- If it is an additional cleaving attack: Multiply by 0.7
- Statue Form: Multiply by 1.5
- Shadow Form: Multiply by 0.5
- If the player has the Weak status effect: Multiply by 0.75
- Stabbing bonus: See stabbing.
- AC damage reduction: See AC.
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
- ↑ attack.cc:1216 (0.28)