Damage

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Revision as of 22:25, 16 March 2011 by PWpedia>Furryfury (→Resistance: fixed error in forumla with what cuase greater def to show as higher damage)
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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 450 Dex and level 10 bow mastery
attack multiple = 1 + 450/150 + 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 multiplied together. For example a 30% amplification from Sage Amplify Damage when combined with 20% amplification from extreme poison will give 56% more total amplification since (1.3) * (1.2) = 1.56

skill damage dealt = skill damage * product( 1 + amplification from each debuff )

Comparison of sources of amplify damage

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

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 defense = str/4 + vit/4 + equip.pdef*((str+0.7*vit)/(750+level) + 1)
magic defense = (mag-1)/4 + (vit-1)/4 + equip.mdef*((mag+0.7*vit)/(750+level) + 1)
physical reduction % = physical defense / (40 * attacker level + physical defense)
magical reduction % = magic defense / (40 * attacker level + magical defense)
damage delivered = damage dealt * (reduction % )

The above reduction percentages are shown in the character sheet when hovering over the stat. If equipment adds a physical damage reduction stat it does not contribute to this reduction %. This is a separate reduction that applies in a different step from the above.

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


Note, that in game statistics menu reductions are shown as truncated numbers (39.7% reduction will be shown as 39% in menu). To receive exact results, you shouldn't omit fractions.

 * 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. The damage depends on the attacker's attack level and the target's defense level.

if (attack level > defense level) then:

damage taken = { damage delivered * ( 1 + ({ attack level } - { defense level }) / 100 ) }

if (attack level < defense level) then:

damage taken = { damage delivered / ( 1 + (1.2 * ({ defense level } - { attack level }) / 100 ) ) }

Where {} means enter part or truncate the number; for example { 367.9 } = 367

 * 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 + defense))

You should probably be thinking about what this number will be for you in 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:

Effective Health against Physical damage = HP / (1 - physical reduction) / (1 - bonus physical reduction from equipment )
Effective Health against Magical damage = HP / (1 - magical reduction)

'Physical reduction' and 'magical reduction' is physical and magical resistance in decimal form. To calculate Effective Health for enemies with different levels, put 'physical defense / (40 * attacker level + physical defense)' in place of 'physical reduction' and 'magical defense / (40 * attacker level + magical defense )' in place of 'magical reduction' in formula.


To calculate Effective Health with consideration of attack and defense levels use one of the two following equation sets.

If enemy's attack level is higher than your defense level:

Effective Health against Physical damage = HP / (1 - physical reduction) / (1 - bonus physical reduction) / (1 + (attack level - defense level) / 100)
Effective Health against Magical damage = HP / (1 - magical reduction) / (1 + (attack level - D.level) / 100)


If enemy's attack level is lower than your defense level (and for PvE where attack level = 0):

Effective Health against Physical damage = HP * (1 + (1.2 * (defense level - attack level) / 100)) / (1 - physical reduction) / (1 - bonus physical reduction)
Effective Health against Magical damage = HP * (1 + (1.2 * (defense level - attack level) / 100)) / (1 - magical reduction)