Damage formula: Difference between revisions
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=== | There isn't a single, general purpose '''damage formula''', but different types of damage have different means of calculating damage. | ||
*'''[[Weapon damage]]''' covers damage calculation for [[weapon]]s, [[unarmed combat]], and [[throwing]]. | |||
*'''Spell damage:''' | In general, damage can be calculated as <code>[(Raw Damage) - (Damage Reduction)] * (Chance to hit)</code> over an action's given speed. | ||
===Raw Damage<ref>not to be confused with weapons' base damage</ref>=== | |||
*'''[[Weapon damage]]:''' which covers damage calculation for player [[weapon]]s, [[unarmed combat]], and [[throwing]]. | |||
*'''Spell damage:''' Most [[spell]]s, [[wand]]s, and monster abilities deal damage in [https://en.wikipedia.org/wiki/Dice_notation dice notation], and deal <code>nD( ([[Spellpower]] * multiplier / divisor) + constant)</code>. 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. | |||
**If the dice has a non-integer amount of sides, it is ''often'' rounded in a weighted manner. That is, 1d1.25 has a 25% chance to be 1d2 and a 75% chance to be 1d1. However, this varies on a case-by-case basis; sometimes dice round down or round to the nearest integer. | |||
**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. | **By default, spells check [[AC]] and [[EV]]. Some may ignore one or the other, or both. | ||
*'''[[Poison#Poisoned Condition|Poison]]''' deals damage over time. The more poison you receive, 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. | |||
---- | |||
<references /> | |||
===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 [[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. | *'''[[Resistance]]s''' reduce damage of a [[damage type|specific type]]. Player and monster resistances are not symmetrical. | ||
**Physical attacks in melee are affected by [[guaranteed damage reduction]] (GDR), which increase the minimum AC roll. | *'''[[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. | **Physical attacks in melee against the player are affected by [[guaranteed damage reduction]] (GDR), which increase the minimum AC roll. | ||
*[[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 | *'''[[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 | |||
Latest revision as of 03:36, 6 November 2023
- This page is a stub. You could probably expand this page should you wish to do so.
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 [(Raw Damage) - (Damage Reduction)] * (Chance to hit) over an action's given speed.
Raw Damage[1]
- 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.- If the dice has a non-integer amount of sides, it is often rounded in a weighted manner. That is, 1d1.25 has a 25% chance to be 1d2 and a 75% chance to be 1d1. However, this varies on a case-by-case basis; sometimes dice round down or round to the nearest integer.
- 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 receive, 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.
- ↑ not to be confused with weapons' base damage
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.
- Physical attacks in melee against the player 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