Difference between revisions of "Damage formula"
m |
|||
Line 3: | Line 3: | ||
===Base Damage=== | ===Base Damage=== | ||
− | *'''[[Weapon damage]]''' covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]]. | + | *'''[[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. | ||
− | + | ===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 [[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. | + | *'''[[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. | + | *'''[[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. | + | *'''[[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
- Weapon damage: which 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
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.
- 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.