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. | ||
− | ==Base Damage== | + | ==Base Damage Increase== |
The base damage of a player can be increased by up to 300% which is limited to 100% from items. 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 items. In other words, you can increase your weapon base damage by four times. Base player damage is calculated using the following formulas: | ||
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==Damage Modifiers== | ==Damage Modifiers== | ||
− | [[Slayer]] weapons and abilities like [[Consecrate Weapon]] and [[Enemy of One]] provide damage modifier effects which take the final base damage and multiply it. Your total damage modifiers can be up to 300% or three times the base damage. | + | [[Slayer]] weapons and abilities like [[Consecrate Weapon]] and [[Enemy of One]] provide damage modifier effects which take the final base damage 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%, 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'''. 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. | + | 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'''. 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=== | ===Example=== | ||
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*[[Damage Types]] | *[[Damage Types]] | ||
*[[Resistances]] | *[[Resistances]] | ||
+ | |||
+ | ==References== | ||
+ | *[http://stratics.com/community/posts/1978598] | ||
+ | |||
[[Category:Damage Types]][[Category:Tips]] | [[Category:Damage Types]][[Category:Tips]] |
Revision as of 20:53, 11 August 2012
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.
Base Damage Increase
The base damage of a player can be increased by up to 300% which is limited to 100% from items. 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)
- (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
- 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)
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) = 39
This means the base damage range for these specified values is 19 - 39.
Damage Modifiers
Slayer weapons and abilities like Consecrate Weapon and Enemy of One provide damage modifier effects which take the final base damage 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 multiplied by 300% which makes it 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: 100
- 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 + 35 + 100 = 287.75%
Now, final damage using a weapon with a base damage of 15 - 19 can be calculated as follows.
- Min Final Base Damage = 15 + (15 * 2.8775) = 58
- Max Final Base Damage = 19 + (19 * 2.8775) = 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