Weapon damage

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Revision as of 17:54, 23 April 2022 by Wwf (talk | contribs) (Updated damage formula)
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Version 0.23: This article may not be up to date for the latest stable release of Crawl.

Weapon damage is your base weapon damage, multiplied by strength modifier, multiplied by weapon skill and fighting skill modifiers. Slaying bonuses and weapon enchantment are added afterwards. Actual damage components are randomly rolled in four places: Strength modifier, 1d(Base * Strength modifier), Weapon skill modifier and Fighting modifier.

Damage formula

Damage = uniform(Base damage * Stat modifier) * Skill modifier * Fighting modifier + Misc modifiers + uniform(Slaying bonuses) + Stabbing bonus - AC damage reduction[1]

As a shorthand uniform(x) = 1d(x+1)-1 or a roll from 0 to x inclusive.

Some considerations:

  • The main contributions to weapon damage are: base damage, weapon skill (Maximum of +108% at level 27) and fighting skill (Maximum of +67.5% at level 27).
  • Effect of weapon and fighting skills is random. Linear distribution between 0 and the maximum.
  • As you can see, at very low skill levels, the value of base damage and enchantment is approximately the same, but for skilled characters base damage is much more important than enchantment.
  • Weapon brands that use multiplicative bonuses, calculate the additional amount of damage as a percentage of the damage described in this page (including AC damage reduction). This additional amount of damage ignores AC, but it can be affected by resistances or vulnerabilities.

History

  • In 0.13 the effect of stats on melee was doubled.
  • Between 0.8 and 0.13, melee weapons of speed suffered a -10% penalty to damage.

References