Difference between revisions of "Damage formula"
("weapon damage" is an inconvient page. while damage formulas are pretty different between weapons & spells, create a general page) |
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===Base Damage=== | ===Base Damage=== | ||
− | *[[Weapon damage]] for [[weapon]]s, [[unarmed combat]], and [[throwing]] | + | *'''[[Weapon damage]]''' covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]]. |
− | *Each [[spell]] has its own damage formula; see a specific spell's page for more details. Most spells are in [[https://en.wikipedia.org/wiki/Dice_notation dice notation]], and deal <code> | + | *'''Spell damage:''' Each [[spell]] has its own damage formula; see a specific spell's page for more details. |
+ | ** Most spells are in [[https://en.wikipedia.org/wiki/Dice_notation dice notation]], and deal <code>nD([[Spellpower]] * multiplier)</code> damage. Spells like [[Airstrike]] may further be multiplied. | ||
**By default, spells check [[AC]] and [[EV]]. Some may ignore one or the other, or both. | **By default, spells check [[AC]] and [[EV]]. Some may ignore one or the other, or both. | ||
− | + | Most attacks have a [[to-hit]] value, which determines accuracy to hit. Some attacks have infinite to-hit. | |
===Damage Reduction=== | ===Damage Reduction=== | ||
− | *[[Armour class]] (AC) will reduce attacks by (0 to AC) damage. | + | *[[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. | **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 attack completely. See [[Evasion#To-hit_versus_EV]] for formulas. | + | *[[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. Melee attacks, ranged attacks, and certain projectile-like spells can be blocked. See [[Shields#Blocking]] 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. |
Revision as of 21:41, 7 October 2022
- This page is a stub. You could probably expand this page should you wish to do so.
Different types of damage have different means of calculating damage
Base Damage
- Weapon damage covers damage calculation for 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 default, spells check AC and EV. Some may ignore one or the other, or both.
- Most spells are in [dice notation], and deal
Most attacks have a to-hit value, which determines accuracy to hit. Some attacks have infinite to-hit.
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.