Damage formula

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There isn't a single, general purpose damage formula, but different types of damage have different means of calculating damage.

In general, damage can be calculated as [(Base Damage) - (Damage Reduction)] * (Chance to hit) over an action's given speed.

Base Damage

  • Weapon damage: which covers damage calculation for player weapons, unarmed combat, and throwing.
  • Spell damage: Most spells, wands, and monster abilities deal damage in dice notation, and deal nD( (Spellpower * multiplier / divisor) + constant). Spellpower is determined by skill (and for monsters, HD). Each spell has its own multiplier, divisor, and constant. See a spell's own page for more details.
    • Certain spells like Shatter may further be multiplied by external factors.
    • By default, spells check AC and EV. Some may ignore one or the other, or both.
  • Poison deals damage over time. The more poison you recieve, the more the poison "stacks", and the faster you take damage.
  • Certain effects like Agony, Torment, and flay are percentages of your maximum health.

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

  • Resistances reduce damage of a specific type. Player and monster resistances are not symmetrical.
  • 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