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Damage formula: Difference between revisions

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Different types of damage have different means of calculating damage


===Base Damage===
There isn't a single, general purpose '''damage formula''', but different types of damage have different means of calculating damage.
*'''[[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.
In general, damage can be calculated as <code>[(Raw Damage) - (Damage Reduction)] * (Chance to hit)</code> over an action's given speed.
** 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.  
 
===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===
===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 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.
*'''[[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===
*'''[[Resistance]]s''' reduce damage of a [[damage type|specific type]]. Player and monster resistances are not symmetrical.
*'''[[Armour class]] (AC)''' will reduce most attacks by (0 to AC) damage.
*'''[[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.
**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.
*'''[[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.
*'''[[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.


  1. ↑ 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.
  • 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