Difference between revisions of "Damage Calculations"
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In this case, the total damage modifier exceeds 3, so it gets capped at 3 | In this case, the total damage modifier exceeds 3, so it gets capped at 3 | ||
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+ | Finally, don't forget that the target also has [[Resistances]], which reduce(or increase when negative) the damage actually received by their listed percentage | ||
==See Also== | ==See Also== |
Latest revision as of 14:37, 15 April 2024
While calculating your final damage output, the damage increase effect from the items, skills and statistics is mainly applied as a fraction of the weapon damage while the damage modifier effects function on the total damage after the damage increases have been applied.
Damage Bonus
The base damage of a player can be increased by up to 300% which is limited to 100% from the sum of items and Chivalry's Divine Fury. In other words, you can increase your weapon base damage by four times. Base player damage is calculated using the following formulas:
- Tactics Damage Bonus (Percentage)
- For Tactics Skill Levels < 100.0
- Tactics Damage Bonus = Skill Level/1.6
- For Tactics Skill Levels >= 100.0
- Tactics Damage Bonus = Skill Level/1.6 + 6.25
- For Tactics Skill Levels < 100.0
- Anatomy Damage Bonus (Percentage)
- For Anatomy Skill Levels < 100.0
- Anatomy Damage Bonus = Skill Level / 2
- For Anatomy Skill Levels >= 100.0
- Anatomy Damage Bonus = ( Skill Level / 2 ) + 5
- For Anatomy Skill Levels < 100.0
- Lumberjacking Damage Bonus (Percentage)
- For Lumberjacking Skill Levels < 100.0
- Skill Level/5
- For Lumberjacking Skill Levels = 100.0
- (Skill Level/5) + 10
- For Lumberjacking Skill Levels < 100.0
- 100 Lumberjacking Bonus is +30% Damage Bonus
- Strength Damage Bonus (Percentage)
- For Strength < 100
- Strength * 0.3
- For Strength >= 100
- (Strength * 0.3) + 5
- For Strength < 100
100 Strength is 30% bonus. 125 Strength is 42.5% bonus 150 Strength is 50% bonus.
- Total Damage Bonus (Percentage )
- Tactics Damage Bonus + Anatomy Damage Bonus + Lumberjacking Damage Bonus + Strength Damage Bonus + SUM(Damage Increase Items)
Final Damage = Base Damage + (Base Damage * Final Damage Bonus)
- The Final Damage value drops any fractions at this step.
Example
Assume the following statistics
- Tactics: 120.0
- Anatomy: 120.0
- Lumberjack:0.0
- Strength: 125
- Damage Increase (Items): 100%
Tactics Damage Bonus = (120 / 1.6) + 6.25 = 81.25%
Anatomy Damage Bonus = (120 / 2) + 5 = 65%
Lumberjacking Damage Bonus = 0/5 = 0
Strength Damage Bonus = (125 * 0.3) + 5 = 42.5%
Damage Increase from Items = 100%
Total Damage Bonus = 81.25 + 65 + 0 + 42.5 + 100 = 288.75%
Now, final damage using a weapon with a base damage of 5 - 10 can be calculated as follows:
- Min Final Base Damage = 5 + (5 * 2.8875) = 19
- Max Final Base Damage = 10 + (10 * 2.8875) = 38
This means the base damage range for these specified values is 19 - 38.
Damage Modifiers
Slayer weapons and abilities like Perfection,Consecrate Weapon,Enemy of One, Inspire, Stone Form,and Warrior's Gifts provide damage modifier effects which take the final base damage above and multiply it. Your total damage modifiers can be up to 300% or three times the base damage. On the other hand, the damage increase bonus provided by some of the abilities, like Divine Fury, are subject to the 100% damage increase cap from items and they do not provide damage modifier effect.
A Quiver lists that it has damage modifier, but in fact it gives damage increase.
Note that while both the base damage increase and the damage modifier effects are said to be capped at 300% for PvM, the base damage is increased by an additional 300% which makes it four times the base weapon damage while the damage modifier is multiplied by 300% which makes it three times the final base damage.To put it into perspective, your total damage modifiers can be up to 3x the final base damage.
Once you have the base damage, the outgoing damage is: floor(base damage*clamp(Π(1+dm),1,3))
multiply all the damage modifiers together, and then cap at 3, then multiply by base damage, and finally drop anything after the decimal
A lesser slayer provides the entire damage modifier cap of 3 by itself
Example
Assume the following statistics
- Tactics: 120.0
- Anatomy: 120.0
- Lumberjack:0.0
- Strength: 120
- Damage Increase (Items): 100%
Tactics Damage Bonus = (120 / 1.6) + 6.25 = 81.25%
Anatomy Damage Bonus = (120 / 2) + 5 = 65%
Lumberjacking Damage Bonus = 0/5 = 0
Strength Damage Bonus = (120 * 0.3) + 5 = 41%
Damage Increase from Items = 100%
Total Damage Bonus = 81.25 + 65 + 0 + 41 + 100 = 287.25%
Now, final damage using a weapon with a base damage of 15 - 19 can be calculated as follows:
- Min Final Base Damage = 15 + (15 * 2.8725) = 58
- Max Final Base Damage = 19 + (19 * 2.8725) = 73
This means the base damage range for these specified values is 58 - 73.
Assume that you use a super slayer bow which provides x2 (100% + 100% bonus) damage modifier bonus. This will simply yield:
- Min Final Damage = 58 * 2 = 116
- Max Final Damage = 73 * 2 = 146
Now imagine the same situation, but with 5% damage modifier from Warrior's Gifts:
- Min Final Damage = floor(58 * 2 * 1.05) = 121
- Max Final Damage = floor(73 * 2 * 1.05) = 153
What if we throw on even more modifiers? in this case 50% from Enemy of One:
- Min Final Damage = floor(58 * clamp(2 * 1.05 * 1.5,1,3)) = floor(58 * clamp(3.15,1,3)) = 58 * 3 = 174
- Max Final Damage = floor(73 * clamp(2 * 1.05 * 1.5,1,3)) = floor(73 * clamp(3.15,1,3)) = 73 * 3 = 219
In this case, the total damage modifier exceeds 3, so it gets capped at 3
Finally, don't forget that the target also has Resistances, which reduce(or increase when negative) the damage actually received by their listed percentage