Difference between revisions of "Weapon damage"

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(Bumped version. Corrected code link and mentioned changes in 0.29.)
(Example of why higher base damage is better.)
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*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.
 
*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 [[brand]]s 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.
 
*Weapon [[brand]]s 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.
 +
*Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding down is worse with a weapon with low base damage. For an example, lets look at a player with a Stat of 12 and a Skill of 12 in short blades. With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage. The same player wielding a +0 rapier with a base damage of 8 can do up to 13 damage. So a dagger's damage increases by 25% while a rapier's damage increases by 62%. The damage per 10 [[aut]] is now a max of 10 for the dagger and a max of 20 for the rapier. At this stat and skill level a +5 dagger would be inferior to a +0 rapier except when it comes to stabbing.
  
 
==References==
 
==References==

Revision as of 21:56, 23 April 2022

Version 0.28: 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.
  • Each term in the formula is calculated in sequence and is rounded down to an integer. This rounding down is worse with a weapon with low base damage. For an example, lets look at a player with a Stat of 12 and a Skill of 12 in short blades. With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage. The same player wielding a +0 rapier with a base damage of 8 can do up to 13 damage. So a dagger's damage increases by 25% while a rapier's damage increases by 62%. The damage per 10 aut is now a max of 10 for the dagger and a max of 20 for the rapier. At this stat and skill level a +5 dagger would be inferior to a +0 rapier except when it comes to stabbing.

References

  1. attack.cc:1216 (0.28.0)

History

  • Starting in 0.29 launcher, long blade, and short blade damage will scale with Dexterity rather than Strength
  • 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.