Damage: Difference between revisions

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To choose between vit, citrine and garnet shards you will have to make two calculations for every stat/shard combination:
To choose between vit, citrine and garnet shards you will have to make two calculations for every stat/shard combination:


:''Effwetive Health against Physical damage = HP / (1 - p.res) / (1 - bonus p.res from equipment )''
:''Effwetive Health against Physical damage = HP / (1 - p.red) / (1 - bonus p.red from equipment )''


:''Effwetive Health against Magical damage = HP / (1 - m.res)''
:''Effwetive Health against Magical damage = HP / (1 - m.red)''


'p.res', 'm.res' is physical and magical resistance in decimal fractions. To calc EaP or EaM for enemies with different levels, put 'p.defense / (40 * attacker level)' in place of 'p.def' and 'm.defense / (40 * attacker level)' in place of 'm.def' in formula.
'p.red', 'm.red' is physical and magical resistance in decimal fractions. To calc EaP or EaM for enemies with different levels, put 'p.defense / (40 * attacker level)' in place of 'p.red' and 'm.defense / (40 * attacker level)' in place of 'm.red' in formula.




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if enemy's attack lvl is higher than your def lvl:
if enemy's attack lvl is higher than your def lvl:


:''EaP = HP / (1 - p.res) / (1 - bonus p.res) / (1 + (A.lvl - D.lvl) / 100)''
:''EaP = HP / (1 - p.red) / (1 - bonus p.red) / (1 + (A.lvl - D.lvl) / 100)''


:''EaM = HP / (1 - m.res) / (1 + (A.lvl - D.lvl) / 100)''
:''EaM = HP / (1 - m.resd) / (1 + (A.lvl - D.lvl) / 100)''




if enemy's attack lvl is lower than your def lvl (and for pve where A.lvl = 0) :
if enemy's attack lvl is lower than your def lvl (and for pve where A.lvl = 0) :


:''EaP = HP * (1 + (1.2 * (D.lvl - A.lvl) / 100)) / (1 - p.res) / (1 - bonus p.res)''
:''EaP = HP * (1 + (1.2 * (D.lvl - A.lvl) / 100)) / (1 - p.red) / (1 - bonus p.red)''


:''EaM = HP * (1 + (1.2 * (D.lvl - A.lvl) / 100)) / (1 - m.res)''
:''EaM = HP * (1 + (1.2 * (D.lvl - A.lvl) / 100)) / (1 - m.red)''

Revision as of 08:50, 14 September 2010

There are many factors which effect how much damage is dealt by the various attacks available to players and this page will explain as much as possible.

Warning this page contains formulas!

Base Damage

Base damage is the attack shown in your character sheet. For physical attacks, the base damage is equal to the damage you deal with a normal attack of your weapon.

base damage = attack multiple * weapon attack


Weapon Attack

Weapon attack in general is how much your weapon contributes to your damage.

weapon attack = attack from weapon + attack from gem in weapon + attack from rings and other equipment + character level

Weapon attack can also be gained from attack charms. Ammo contributes to the weapon attack for ranged weapons. Other than character level all other factors of weapon attack are found from equipment. Weapon attack can be increased by upgrading equipment.


Attack Multiple

The attack multiple comes from how your stats, masteries, and buffs contribute to your base damage.

Daggers and Ranged Weapons:

attack multiple = 1 + DEX/150 + weapon mastery + physical attack buffs

Melee Weapons

attack multiple = 1 + STR/150 + weapon mastery + physical attack buffs

Magic Weapons

attack multiple = 1 + MAG/100 + magical attack buffs

Example:
For an archer with 400 Dex and level 10 bow mastery
attack multiple = 1 + 400/150 + 0.6 = 4.6

This means his base damage is 4.6 times his weapon attack.

Comparison of sources of physical attack multiple:

Level 10 bow mastery adds 60% weapon attack
Level 10 Strength of Titans attack buff adds 30% weapon attack
Level 10 take aim adds 300% weapon attack
Level 3 True Form removes 50% weapon attack
150 Dex adds 100% weapon attack
Spark Eruption adds 150% weapon attack
Advanced Spark Eruption adds 300% - 400% attack
Demon / Sage Spark Eruption adds 500% attack
Gloom weapon proc adds 100% attack as does Unrelenting


Skill Damage

Most skills are of the form

skill damage = base damage + skill weapon attack multiple * weapon attack + constant damage

You can simplify this to

skill damage = (base weapon attack multiple + skill weapon attack multiple) * weapon attack + constant damage


Amplifying Damage

There are several skills that can amplify the damage you do as well as magical mastery. Sources of damage amplification are added together.

skill damage dealt = skill damage * (1 + sum of all damage amplifications)

Comparison of sources of amplify damage

20% more damage from Extreme Poison
100% more damage from Heaven's Flame
20% more damage from lvl 10 veno Amplify Damage
20% from lvl 10 magic masteries*

 * that magic masteries are additive with the other amplify damages needs confirmation


Critical Hit

A crit is an attack that does more damage than a normal attack. This damage is given as the rage damage multiple in your char sheet and is 200% for all classes but Assassins who have a skill to get 230% rage damage. Your chance to crit is given in your character sheet and come from equipment, crit buffs, the rainbow blessing buff, and Dex.

chance to crit = 1 + (Dex / 20) [rounded down] + crit from equipment + crit from buffs
crit damage = rage damage * damage inflicted


Damage Reductions

There are several sources of damage reductions

PvP Damage reduction of 75% (note this does not apply to some attacks from veno pets)

Air to Ground Damage Reduction of 50% (ignored by veno pets)

Damage reduction for fighting something more than 5 or more levels than you (ignored by veno pets)

  • maxes out at 75% reduction for fighting a target 40 levels above you such as a ?-level mob

Bless damage reduction from the 'bless buff', most classes have a skill that will give them this buff

Damage delivered through these reductions all multiply together so don't bother shooting a player that is 40 levels higher than you from the air (unless you use a nix).

Damage delivered means 1 - reduction, so for example with 25% reduction you have 0.75 delivered.

damage dealt = skill damage dealt * PvP damage delivered * air to ground delivered * level delivered * bless delivered

Comparison of sources of bless damage reduction:

Blue bubble (50%)
Invoke (90%)
Sage spark (25%)
Wings of grace (30%)
Guardian light (60%)
Bramble hood (75%)


Resistance

physical reduction % = physical defense / (40 * attacker level + physical defense)
magical reduction % = magic resistance / (40 * attacker level + magical resistance)
damage delivered = damage dealt * ( 1 - reduction % )

If equipment adds a physical damage reduction stat it does not contribute to the reduction % in the character sheet by hovering over the resistance This is a separate reduction that applies in a different step from the above.

physical damage delivered = damage dealt * ( 1 - defense reduction% ) * ( 1 - total physical damage reduction from equipment% )

 * This needs to be confirmed


Attack and Defense Levels

Attack and defense levels come from various skill, the dominance blessing used in most instances, grade 12 gems, and powerful equipment.

if attacker attack level - defender defense level is greater than 0 then

damage taken = damage delivered * (100 + attacker attack level - defender defense level) / 100

if attacker attack level - defender defense level is less than 0 then the damage is APPROXIMATELY..

damage taken = damage delivered * 1.01 ^ (attacker attack level - defender defense level)

 * the second part of this formula is not yet exact and needs some fine-tuning: confirmed


Evasion / Accuracy

Most physical attacks can be evaded, in which case they do 0 damage. Magic attacks never miss.

evasion factor = 1000 * target evasion / attacker accuracy
chance to evade = evasion factor / (40 * attacker level + evasion factor)

or...

chance to evade = 25 * target evasion / ( attacker accuracy * attacker level + 25 * target evasion)

  * this equation is unconfirmed


Effective Health

The amount of damage you must deliver, to kill something -- or that something needs, to kill you -- winds up being health divided by the damage delivered percentage. This simplifies to:

health / (1 - defense / (40 * attacker level))

You should probably be thinking about what this number will be for you, for various plausible situations, when choosing between defense and health (for example, when comparing between two different shards that cost the same amount, or when choosing between two different belts).


To choose between vit, citrine and garnet shards you will have to make two calculations for every stat/shard combination:

Effwetive Health against Physical damage = HP / (1 - p.red) / (1 - bonus p.red from equipment )
Effwetive Health against Magical damage = HP / (1 - m.red)

'p.red', 'm.red' is physical and magical resistance in decimal fractions. To calc EaP or EaM for enemies with different levels, put 'p.defense / (40 * attacker level)' in place of 'p.red' and 'm.defense / (40 * attacker level)' in place of 'm.red' in formula.


To calculate Effective Health with consideration of Attack and Defense Levels use:

if enemy's attack lvl is higher than your def lvl:

EaP = HP / (1 - p.red) / (1 - bonus p.red) / (1 + (A.lvl - D.lvl) / 100)
EaM = HP / (1 - m.resd) / (1 + (A.lvl - D.lvl) / 100)


if enemy's attack lvl is lower than your def lvl (and for pve where A.lvl = 0) :

EaP = HP * (1 + (1.2 * (D.lvl - A.lvl) / 100)) / (1 - p.red) / (1 - bonus p.red)
EaM = HP * (1 + (1.2 * (D.lvl - A.lvl) / 100)) / (1 - m.red)