Difference between revisions of "Damage formula"
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===Other Factors=== | ===Other Factors=== | ||
− | *'''[[To-hit]]:''' Determines | + | *'''[[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 [[delay|fast]] you swing/fire a weapon or fists. Most [[spell]]s have a delay of 1.0. | *'''[[Weapon speed]]''': Determines how [[delay|fast]] you swing/fire a weapon or fists. Most [[spell]]s have a delay of 1.0. | ||
Revision as of 21:59, 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: Each spell has its own damage formula; see a specific spell's page for more details.
- Most spells are in dice notation, and deal
nD(Spellpower * multiplier)
damage. 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.
- Most spells are in dice notation, and deal
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
- 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.