Difference between revisions of "Damage formula"

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===Base Damage===
 
===Base Damage===
*'''[[Weapon damage]]''' covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]].
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*'''[[Weapon damage]]:''' which covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]].
 
*'''Spell damage:''' Each [[spell]] has its own damage formula; see a specific spell's page for more details.  
 
*'''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.  
 
** 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.
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===Other Factors===
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*'''[[To-hit]]:''' Determines the chance ''to-hit'' (a.k.a accuracy) of an attack. Some attacks have infinite to-hit.
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*'''[[Weapon speed]]''': Determines how [[delay|fast]] you swing/fire a weapon or fists. Most [[spell]s have a delay of 1.0.
  
 
===Damage Reduction===
 
===Damage Reduction===
*[[Armour class]] (AC) will reduce most attacks by (0 to AC) damage.
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*'''[[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 avoidable attack completely. See [[Evasion#To-hit_versus_EV]] for formulas.
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*'''[[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.
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*'''[[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 21:43, 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

Other Factors

  • To-hit: Determines the chance to-hit (a.k.a accuracy) of an attack. Some attacks have infinite to-hit.
  • Weapon speed: Determines how fast you swing/fire a weapon or fists. Most [[spell]s have a delay of 1.0.

Damage Reduction

  • Armour class (AC) will reduce most attacks by (0 to AC) damage.
  • 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.