User:Relyk/sandbox/damageformat
What happens when you activate a skill:
Targetting[edit]
- Is the attack targeted?
- Invalid location: Unable to activate skill
- Is player in line of sight?
- Attack fails
- Is player in range?
- Attack doesn't hit, no defensive effects or traits are triggered
Attack[edit]
- Does the attack hit?
- Melee:
- Evade: Attack fails
- Block: Attack fails
- Blind: Attacks fails, blind condition is removed
- Invulnerable: Attack fails
- Projectile:
- Obstructed: Attack fails
- Reflect: Attack fails, effect of attack is inflicted on player
- Absorb: Attack fails
- Evade: Attack fails
- Block: Attack fails
- Blind: Attacks fails, blind condition is removed
- Invulnerable: Attack fails
- Melee:
- How much damage is inflicted?
- Weapon skill:
Weapon damage * Power * skill coefficient / Armor
- Utility skill:
Power * skill coefficient / Armor
- Elite skill:
Power * skill coefficient / Armor
- Environmental weapon:
Environmental weapon damage * Power * skill coefficient / Armor
- Weapon skill:
- What damage modifiers are there?
- Is the attack a glancing blow?
- Is the attack a critical hit?
- Is the target under the effects of protection?
- Is the target under the effects of vulnerability? How many stacks?
Weapon skill[edit]
Damage = W * P * SC / A A = T + D
where W is the average value for the weapon strength, P is the power attribute of the player, SC is the coefficient of the current skill, and A is the armor attribute
Power[edit]
Power is the primary attribute for calculating how much damage is dealt. Power can be increased through equipment, the might boon, traits, and various effects that provide bonuses to power, such as consumables.
Weapon strength[edit]
Weapon strength is the average value of the damage range for a weapon. The weapon range is a uniformly distributed range of possible values with a single value being chosen at random. For one-handed weapons, the damage inflicted is calculated based on the weapon strength of weapon corresponding with the weapon slot. Main hand weapon slots inflict damage based on the weapon strength of the main hand weapon, off-hand weapons slots inflict damage based on the weapon strength of the off-hand weapon.
Weapon | Damage range | Weapon strength |
---|---|---|
Main hand | ||
Axe | 857-1048 | 952.5 |
Dagger | 924-981 | 952.5 |
Mace | 895-1,010 | 952.5 |
Pistol | 876–1,029 | 952.5 |
Scepter | 895–1,010 | 952.5 |
Sword | 905–1,000 | 952.5 |
Off-hand | ||
Focus | 832–883 | 857.5 |
Shield | 806–909 | 857.5 |
Torch | 789–926 | 857.5 |
Warhorn | 814–900 | 857 |
Two-handed | ||
Greatsword | 995–1,100 | 1047.5 |
Hammer | 985–1,111 | 1048 |
Longbow | 920-1080 | 1000 |
Rifle | 986-1,205 | 1095.5 |
Shortbow | 905–1,000 | 952.5 |
Staff | 985–1,111 | 1048 |
Aquatic | ||
Harpoon gun | 905–1,000 | 952.5 |
Spear | 905–1,000 | 952.5 |
Trident | 905–1,000 | 952.5 |
Armor[edit]
Defense is calculated as the some have the toughness attribute and the defense value. The defense rating is the sum of all the defense values provided by equipment. Utility slots do not provide defense, although they can provide a bonus to toughness. The profession determines whether the player can where heavy, medium, or light armor, where heavy armor provides the most defense and light armor provides the least defense.
Armor piece | Light | Medium | Heavy |
---|---|---|---|
Helmet | 73 | 97 | 121 |
Shoulders | 73 | 97 | 121 |
Chest | 314 | 338 | 363 |
Gauntlets | 133 | 157 | 182 |
Leggings | 194 | 218 | 242 |
Boots | 133 | 157 | 182 |
Total | 920 | 1064 | 1211 |
This translates to light armor professions taking 33% more damage than heavy armor professions, assuming toughness is constant.
Other sources[edit]
All other sources of damage scale linearly with power, except for burst skills as they are intertwined with the weapon itself. Due to this, the skill damage in the tooltip for burst skills is incorrect. These sources include:
- Utility skills
- Elite skills
- Profession mechanics
Utility skills[edit]
Damage = P * SC / A
Utility skills tend to deal less damage since weapon strength isn't added to the equation and the skill coefficient doesn't compensate. For example, Bull's Charge will inflict 390 damage while Whirlwind Attack inflicts 553. This is done on purpose to dissuade players from using utility skills as damage and instead to augment damage being done by weapons.
Elite skills[edit]
Elite skills don't deal damage directly, instead they use summons, transforms, environmental weapons, and similar. These often simply scale with level, dealing a fixed amount of damage at level 80. Transforms tend to double or triple base stats, as with Rampage, to deal the additional damage. Dagger Storm, Tornado, and Whirlpool deal direct damage and have low skill coefficients to make up for the loss of weapon strength.
Environmental weapons[edit]
Environmental weapons have their own weapon strength and provide no innate bonuses to attributes. In general, environmental weapons are less powerful than weapons that can be obtained at the same level. Elementalist conjure weapons scale with level closely with weapons of equivalent level. It's important to note that players will still benefit from any bonuses, including power, from equipped weapons while holding an environmental weapon. At level 80, conjure weapons have a weapon damage of 969, slightly higher than the level 80 dagger in the example. You may note that all main hand weapons have the same weapon damage value. Conjure Flame Axe (+180) and Conjure Fiery Greatsword (+260) give conjure effects that provide a bonus to power, putting them in line with an axe and greatsword respectively.
We can compare the axe and greatsword more rigorously since they scale with power. Lightning Hammer provides bonuses to critical damage, making it slightly more problematic. The max value for power provided by a 2-handed weapon is 179 and for two 1-handed weapons is 180, we will use these values in the calculation and assume we have a power attribute of 2200. Armor and skill coefficient are constant so can be ignored for this comparison.
Greatsword = 1047.5 * 2999 = 3141452.5 (lol) Fiery Greatsword = 969 * (2999+260) = 3157971 Axe = 952.5 * 3000 = 3142500 Lava Axe = 969 * (3000+180) = 3081420
As you can see, the greatsword is about equal and the lava axe is slightly lower.
Condition damage[edit]
Condition damage inflicts a static amount of damage. In this case, static means damage multipliers do not affect the amount of damage dealt by condition damage. All skills, traits, and effects that modify condition damage will increase the Condition Damage attribute rather than provide a percent increase.
Condition | Stacking | Formula |
---|---|---|
Bleeding | Intensity | 0.05 * Condition Damage + 0.5 * Level + 2.5
|
Burning | Duration | 0.25 * Condition Damage + 4.0 * Level + 8
|
Poison | Duration | 0.10 * Condition Damage + 1.0 * Level + 4
|
Confusion | Intensity | 0.15 * Condition Damage + 1.5 * Level + 10
|
Damage calculation[edit]
The formula for damage inflicted on a target can be generalized to damage modifiers that increase the amount of damage inflicted or decrease the amount of damage received.
Damage = (Skill damage * Positive multipliers) / (Armor * Negative multipliers)
Positive multiplier[edit]
- Critical hit: 150% + 1% for each point in Critical Damage
- Vulnerability: +1% per stack of vulnerability, up to 25% total
- Sigil of Force: +5% damage
- Sigil of Slaying: +10% against specific family
- Potion of Slaying: +10% against specific family
Negative multiplier[edit]
- Glancing blow: -50% from weakness, 50% chance of triggering
- Protection: -33% damage
- Potion of Slaying: -10% against specific family
Traits[edit]
Weapon | Trait | Description |
---|---|---|
Axe | Dual Wielding | Attack speed is increased when wielding a main-hand weapon in your offhand. |
Dagger | Dagger Training | Gain bonus power, which is increased when wielding a dagger. |
Mace | Mace of Justice | Wielding a mace grants additional damage. Wielding a mace also grants healing power (based on level). |
Sundering Mace | Stuns, dazes, and knock downs applied by mace skills last longer. Mace skills gain reduced recharge. | |
Dual Wielding | Attack speed is increased when wielding a main-hand weapon in your offhand. | |
Pistol | Pistol Mastery | Deal additional damage with pistols. |
Scepter | Scepter Power | Scepter damage is increased. |
Sword | Powerful Blades | Sword and spear damage is increased. |
Greatsword | Greatsword Power | Greatsword damage is increased by 5%. |
Slashing Power | Greatsword and spear damage is increased. | |
Two-Handed Training | Greatsword and underwater spear skills deal more damage and recharge faster. Gain fury when you disable a foe. | |
Hammer | Merciless Hammer | Hammer and mace skills deal increased damage when striking a disabled or defiant foe. Gain adrenaline when you disable a foe. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch. |
Longbow | Burning Arrows | Dual shot causes burning and longbow skills recharge faster. |
Eagle Eye | Increases longbow and harpoon gun range. Longbow and harpoon gun damage is increased. | |
Rifle | Rifle Mod | Improves damage for the rifle and the harpoon gun. |
Shortbow | Power Shots | Short bow and harpoon gun damage is increased. |
Harpoon gun | Rifle Mod | Improves damage for the rifle and the harpoon gun. |
Eagle Eye | Increases longbow and harpoon gun range. Longbow and harpoon gun damage is increased. | |
Power Shots | Short bow and harpoon gun damage is increased. | |
Spear | Powerful Blades | Sword and spear damage is increased. |
Slashing Power | Greatsword and spear damage is increased. | |
Two-Handed Training | Greatsword and underwater spear skills deal more damage and recharge faster. Gain fury when you disable a foe. |
Glossary[edit]
- Skill - An attack or action that inflicts one or more effects.
- Effect - A mechanic that modifies the state of a player or NPC.
- Damage - Any effect from a skill that reduces the amount of health of a target.
- Direct damage - A skill effect that reduces the amount of health of the target.
- Condition damage - Damage inflicted by a condition, measured by damage per second over a period of time.
- Fall damage - Damage inflicted from a fall, damage inflicted scales with distance fallen and measured as a percentage of maximum health.
- Weapon - A piece of equipment that gives access to weapon skills.
- Damage range - The range of damage on a weapon. The damage is equally distributed random function between a minimum and maximum damage value.
- Weapon strength - The average damage inflicted by a weapon; the average value of the minimum and maximum damage.
- Power - An attribute that increases the amount of direct damage inflicted by an effect.
- Armor (attribute) - An attribute calculated as the sum of defense and toughness
- Defense - The sum of defense rating for all pieces of armor equipped.
- Toughness - An attribute that decreases the amount of direct damage received by an effect.