# Difference between revisions of "Damage Calculations"

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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. | 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 | + | ==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: | 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: | ||

## Revision as of 04:45, 24 April 2019

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

**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

**Lumberjacking Damage Bonus**(Percentage)*For Lumberjacking Skill Levels < 100.0*- Skill Level/5

*For Lumberjacking Skill Levels = 100.0*- (Skill Level/5) + 10

- 100 Lumberjacking Bonus is +30% Damage Bonus

**Strength Damage Bonus**(Percentage)*For Strength < 100*- Strength * 0.3

*For Strength >= 100*- (Strength * 0.3) + 5

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 Consecrate Weapon and Enemy of One 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.

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

*by 300% which makes it*

**multiplied****three times the final base damage**. In other words, the lesser slayer weapons alone achieve the maximum damage modifier effect. To put it into perspective, your total damage modifiers can be up to 3x the final base damage.

### 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 Bow with Physical Damage against a creature that has 30% Physical Resist (100% - 30% = 70% of the damage is dealt while 30% of the damage is resisted). A super slayer bow which provides x2 (100% + 100% bonus) damage modifier bonus will yield:

**Min Final Damage**= (58 * (1 - 0.3) ) * 2 =**81****Max Final Damage**= (73 * (1 - 0.3) ) * 2 =**102**

Using a lesser slayer bow which provides x3 (100% + 200% bonus) damage modifier bonus will yield:

**Min Final Damage**= (58 * (1 - 0.3) ) * 3 =**121****Max Final Damage**= (73 * (1 - 0.3) ) * 3 =**153**