Damage calculation
This page describes guidelines for users who want to spade out values for various effects. This is important for skill coefficients and effects from traits, which are not documented in-game.
Skill damage[править]
Weapon skill[править]
Damage = Weapon strength * Power * Skill coefficient / Armor
- Weapon strength: A uniformly distributed random number taken from within the range listed as "Weapon Strength" on the equipped weapon. The weapon damage used for a skill will typically be that of the weapon associated with that skill; utility and elite skills are typically not affected by weapon damage and use a range based on the player's level.
- Power: The current power as listed on the Hero tab.
- Skill coefficient: Every skill has a damage coefficient used to calculate damage inflicted.
- Armor: The target's current armor as listed on the Hero tab. Armor is the sum of defense and toughness.
Power[править]
Power is the primary attribute for calculating how much damage is dealt. Power can be increased through equipment, the might boon, traits, and various effects that provide bonuses to power, such as consumables. The base power attribute for a level 80 character is 926.
Weapon strength[править]
Weapon strength is the average value of the damage range for a weapon. The weapon range is a uniformly distributed range of possible values with a single value being chosen at random. For one-handed weapons, the damage inflicted is calculated based on the weapon strength of weapon corresponding with the weapon slot. Main hand weapon slots inflict damage based on the weapon strength of the main hand weapon, off-hand weapons slots inflict damage based on the weapon strength of the off-hand weapon.
Weapon | Damage range | Weapon strength |
---|---|---|
Main hand | ||
Axe | 857-1048 | 952.5 |
Dagger | 924-981 | 952.5 |
Mace | 895-1,010 | 952.5 |
Pistol | 876–1,029 | 952.5 |
Scepter | 895–1,010 | 952.5 |
Sword | 905–1,000 | 952.5 |
Off-hand | ||
Focus | 832–883 | 857.5 |
Shield | 806–909 | 857.5 |
Torch | 789–926 | 857.5 |
Warhorn | 814–900 | 857 |
Two-handed | ||
Greatsword | 995–1,100 | 1047.5 |
Hammer | 985–1,111 | 1048 |
Longbow | 920-1080 | 1000 |
Rifle | 986-1,205 | 1095.5 |
Shortbow | 905–1,000 | 952.5 |
Staff | 985–1,111 | 1048 |
Aquatic | ||
Harpoon gun | 905–1,000 | 952.5 |
Spear | 905–1,000 | 952.5 |
Trident | 905–1,000 | 952.5 |
Armor[править]
Defense is calculated as the sum of the toughness attribute and the defense value. The defense rating is the sum of all the defense values provided by armor and any equipped shield. Trinket slots do not provide defense, although they can provide a bonus to toughness. The profession determines whether the player can wear heavy, medium, or light armor, where heavy armor provides the most defense and light armor provides the least defense.
Armor piece | Light | Medium | Heavy |
---|---|---|---|
Helmet | 73 | 97 | 121 |
Shoulders | 73 | 97 | 121 |
Chest | 314 | 338 | 363 |
Gauntlets | 133 | 157 | 182 |
Leggings | 194 | 218 | 242 |
Boots | 133 | 157 | 182 |
Total | 920 | 1064 | 1211 |
This translates to light armor professions taking 33% more damage than heavy armor professions, assuming toughness is constant.
Other sources[править]
All other sources of damage scale linearly with power, except for burst skills as they are intertwined with the weapon itself. Due to this, the skill damage in the tooltip for burst skills is incorrect. These sources include:
- Utility skills
- Elite skills
- Profession mechanics
Utility skills[править]
Damage = Utility strength * Power * Skill coefficient / Armor
Utility skills have their own damage range that scales with level and will be much lower than the weapon strength of weapons of the same level. For example, Bull's Charge will inflict 390 damage while Whirlwind Attack inflicts 553. This is done on purpose to dissuade players from using utility skills as damage and instead to augment damage being done by weapons.
Elite skills[править]
Elite skills don't deal damage directly, instead they use summons, transforms, environmental weapons, and similar. These often simply scale with level, dealing a fixed amount of damage at level 80. Transforms tend to double or triple base stats, as with Rampage, to deal the additional damage. Dagger Storm, Tornado, and Whirlpool deal direct damage and have low skill coefficients to make up for the loss of weapon strength.
Condition damage[править]
Condition damage is displayed in the skill tooltip. The value is handled in {{skill fact}} and does not require users to enter the values manually.
Condition | Stacking | Formula |
---|---|---|
Кровотечение | Intensity | 0.05 * Condition Damage + 0.5 * Level + 2.5
|
Горение | Duration | 0.25 * Condition Damage + 4.0 * Level + 8
|
Отравление | Duration | 0.10 * Condition Damage + 1.0 * Level + 4
|
Замешательство | Intensity | 0.15 * Condition Damage + 1.5 * Level + 10
|
Damage calculation[править]
The formula for damage inflicted on a target can be generalized to damage modifiers that increase the amount of damage inflicted or decrease the amount of damage received.
Damage = (Skill damage * Positive multipliers) / (Armor * Negative multipliers)
- NOTE: All damage multipliers are combined multiplicatively. Aka, 5% Force Sigil and 10% Night Sigil will combine to a 15.5% increase in damage, not 15%.
Positive multiplier[править]
- Critical hit: 150% + 1% for each 15 points in Ferocity
- Vulnerability: +1% per stack of vulnerability, up to 25% total
- Sigil of Force: +5% damage
- Sigil of Slaying: +10% against specific family
- Potion of Slaying: +10% against specific family
Negative multiplier[править]
- Glancing blow: -50% from weakness, 50% chance of triggering
- Protection: -33% damage
- Potion of Slaying: -10% against specific family
Traits[править]
Weapon | Trait | Description |
---|---|---|
Axe | ![]() |
Ваша скорость атаки увеличивается, когда вы держите в левой руке оружие для правой руки. |
Dagger | ![]() |
Атаки кинжалом наносят повышенный урон и имеют шанс отравить противников. |
Mace | ![]() |
Wielding a mace grants additional damage. Wielding a mace also grants healing power (based on level). |
![]() |
Оглушение, ошеломление и нокдаун от умений булавы длятся дольше, если противник был уязвим. Умения булавы перезаряжаются быстрее. | |
![]() |
Ваша скорость атаки увеличивается, когда вы держите в левой руке оружие для правой руки. | |
Pistol | ![]() |
Deal additional damage with pistols. |
Scepter | ![]() |
Урон от скипеторов увеличен. |
Sword | ![]() |
Урон, наносимый Мечами и Копьями, увеличен на 5%. |
Greatsword | ![]() |
Описание черты не найдено. |
![]() |
Описание черты не найдено. | |
![]() |
Умения двуручного меча и копья наносят больше урона и перезаряжаются быстрее. Вы получаете ярость, когда выводите противника из строя. | |
Hammer | ![]() |
Урон от молота увеличен, если противник ошеломлен, сбит с ног, подброшен или оглушен. Умения молота перезаряжаются быстрее. Вы вызываете замешательство, если прерываете умение противника. У врагов со шкалами неповиновения эта черта вызывает замешательство только один раз за такт. |
Longbow | ![]() |
Умение Dual Shot поджигает противников, а умения длинного лука перезаряжаются быстрее. |
![]() |
Увеличенная дальность стрельбы из Длинных Луков. | |
Rifle | ![]() |
Improves damage for the rifle and the harpoon gun. |
Shortbow | ![]() |
Описание черты не найдено. |
Harpoon gun | ![]() |
Improves damage for the rifle and the harpoon gun. |
![]() |
Увеличенная дальность стрельбы из Длинных Луков. | |
![]() |
Описание черты не найдено. | |
Spear | ![]() |
Урон, наносимый Мечами и Копьями, увеличен на 5%. |
![]() |
Описание черты не найдено. | |
![]() |
Умения двуручного меча и копья наносят больше урона и перезаряжаются быстрее. Вы получаете ярость, когда выводите противника из строя. |
Testing[править]
Steady weapons[править]
One of the main issues is weapon skills inflict a variable range of damage. This can be resolved through the use of PvP Steady weapons, that provide a fixed weapon strength value. This keeps all values in the damage equation constant, therefore the skill coefficient can be derived based on how much damage the skill inflicts.
Hand | Weapon | Damage | |||
---|---|---|---|---|---|
One-handed | |||||
Main Hand | |||||
PvP Steady Axe | 127-127 | ||||
PvP Steady Dagger | 119-119 | ||||
PvP Steady Mace | 122-122 | ||||
PvP Steady Pistol | 125-125 | ||||
PvP Steady Scepter | 122-122 | ||||
PvP Steady Sword | 121-121 | ||||
Off hand | PvP Steady Focus | 107-107 | |||
PvP Steady Shield | 110-110 | ||||
PvP Steady Torch | 112-112 | ||||
PvP Steady Warhorn | 109-109 | ||||
Two-handed | |||||
Terrestrial | PvP Steady Greatsword | 133-133 | |||
PvP Steady Hammer | 135-135 | ||||
PvP Steady Longbow | 131-131 | ||||
PvP Steady Rifle | 125-125 | ||||
PvP Steady Short Bow | 131-131 | ||||
PvP Steady Staff | 135-135 |
Коэффициент урона[править]
The skill coefficient for weapon skills can be calculated using the damage equation. We have many variables, but fortunately there are tools for getting constant values. The issue of weapon strength is solved through the use of PvP Steady weapons as noted above. The power and armor values can be fixed by unequipping all equipment that provides attribute bonuses. The power for a level 80 player with no equipment is 926. The toughness for a level 80 player with no equipment is 926. The armor value of the foe we are using the skill on is needed. Fortunately, the testing dummies in Hall of Memories are suitable punching bags, but we need to know how much armor they have.
Golem | Armor |
---|---|
Target Golem - Heavy | 2600 |
Target Golem - Medium | 2200 |
Target Golem - Light | 2000 |
We will use the heavy golem for our calculations. We can now use the equation to calculate the skill coefficient based on the damage inflicted by the weapon skill based on the type of weapon. If we use a dagger, our formula will look like:
Damage = 119 * 926 * Skill coefficient / 2600
We can then solve the equation for the skill coefficient given the damage.
Trait[править]
Many traits provide implicit effects, effects that are not displayed in the effect bar or in the tooltips. An issue with traits that provide an unknown increase in damage is the relatively small difference in damage done by steady weapons, you will likely only see an increase in 2-3 damage. This can cause the percent increase to fluctuate +/- 1%. This can be narrowed down to a range by increasing power and measuring the increase in damage on critical hits. The percent increase in damage can be calculated as:
(Damage with effect - Damage without effect) / Damage without effect * 100%
Traits that trigger effects are identical to skills in that they use skill effects. Assume that there is a hidden tooltip that holds all the information about the effect from the trait. You can identify the name of the skill if you are hit with it by another player and view the "System" tab in the chat panel. You can also design a pseudo-tooltip from the information as if it were a real skill.
Glossary[править]
- Skill - An attack or action that inflicts one or more effects.
- Effect - A mechanic that modifies the state of a player or NPC.
- Damage - Any effect from a skill that reduces the amount of health of a target.
- Direct damage - A skill effect that reduces the amount of health of the target.
- Condition damage - Damage inflicted by a condition, measured by damage per second over a period of time.
- Fall damage - Damage inflicted from a fall, damage inflicted scales with distance fallen and measured as a percentage of maximum health.
- Weapon - A piece of equipment that gives access to weapon skills.
- Damage range - The range of damage on a weapon. The damage is equally distributed random function between a minimum and maximum damage value.
- Weapon strength - The average damage inflicted by a weapon; the average value of the minimum and maximum damage.
- Power - An attribute that increases the amount of direct damage inflicted by an effect.
- Armor (attribute) - An attribute calculated as the sum of defense and toughness
- Defense - The sum of defense rating for all pieces of armor equipped.
- Toughness - An attribute that decreases the amount of direct damage received by an effect.