Difference between revisions of "Damage formula"
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*'''[[Weapon damage]]:''' which 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 | + | ** 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=== | ===Other Factors=== | ||
*'''[[To-hit]]:''' Determines the chance ''to-hit'' (a.k.a accuracy) of an attack. Some attacks have infinite to-hit. | *'''[[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. | + | *'''[[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=== |
Revision as of 21:44, 7 October 2022
- This page is a stub. You could probably expand this page should you wish to do so.
There is not a single damage formula. 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 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.