Damage factor: Difference between revisions

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(→‎Sample Weapon Damage Factor Table: Kept wanting to reference a full list of weapon damage factors and AvDs across all types, so here it is.)
 
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A '''damage factor''' ('''DF''') is a numerical representation of the effectiveness of a weapon or [[bolt]] spell against one of the five [[armor]] groups. Generally, a weapon or bolt will have a damage factor of less than 1.0 expressed as three decimal places. The DF, in combination with an attack's [[endroll]], determines the amount of base damage sustained by a target. For a successful attack the endroll must be greater than 100. Base damage is calculated from the expression (damage factor * endroll success margin) with the endroll success margin (ESM) defined as the endroll - 100.
A '''damage factor''' ('''DF''') is a numerical representation of the effectiveness of a weapon or spell against one of the five [[armor]] groups.

== Weapon or Bolt ==

Generally, a weapon or bolt will have a damage factor of less than 1.0 expressed as three decimal places. The DF, in combination with an attack's [[endroll]], determines the amount of base damage sustained by a target. For a successful attack the endroll must be greater than 100. Base damage is calculated from the expression (damage factor * endroll success margin) with the endroll success margin (ESM) defined as the endroll - 100.


As an example, an attack is made with a broadsword against a target wearing double leather, a member of the leather armor group. The broadsword's damage factor vs leather is .300 as seen in the table below. Assuming that the attack resulted in an endroll of 150 (ESM 50), we can now calculate the base damage as (DF .300 * ESM 50) = 15. If the target was wearing plate class armor the base damage would be (DF .200 * ESM 50) = 10.
As an example, an attack is made with a broadsword against a target wearing double leather, a member of the leather armor group. The broadsword's damage factor vs leather is .300 as seen in the table below. Assuming that the attack resulted in an endroll of 150 (ESM 50), we can now calculate the base damage as (DF .300 * ESM 50) = 15. If the target was wearing plate class armor the base damage would be (DF .200 * ESM 50) = 10.
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Note: Use normal rounding for base damage calculations. The exception to this is when the damage is less than .5. In this instance damage rounds up to 1.
Note: Use normal rounding for base damage calculations. The exception to this is when the damage is less than .5. In this instance damage rounds up to 1.


==Sample Weapon Damage Factor Table==
===Sample Weapon Damage Factor Table===


{{Weapon table start}}
{{Weapon table start}}
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{{Weapon table end}}
{{Weapon table end}}


For weapon damage factors see [[Edged Weapons]], [[Blunt Weapons]], [[Polearm Weapons]], [[Ranged Weapons]], [[Two-Handed Weapons]], [[Brawling]], and [[Thrown Weapons]]. For bolt spell DFs, see [[Bolt spell]]s.
For weapon damage factors by type, see [[Edged Weapons]], [[Blunt Weapons]], [[Polearm Weapons]], [[Ranged Weapons]], [[Two-Handed Weapons]], [[Brawling]], and [[Thrown Weapons]]. For bolt spell DFs, see [[Bolt spell]]s.

{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>'''Full list of weapon damage factors and AvDs'''</strong>
|-
|
{{Weapon table start}}
{{Weapon table arrow}}
{{Weapon table dagger}}
{{Weapon table main gauche}}
{{Weapon table rapier}}
{{Weapon table whip-blade}}
{{Weapon table katar}}
{{Weapon table short sword}}
{{Weapon table scimitar}}
{{Weapon table estoc}}
{{Weapon table longsword}}
{{Weapon table handaxe}}
{{Weapon table backsword}}
{{Weapon table broadsword}}
{{Weapon table falchion}}
{{Weapon table katana}}
{{Weapon table bastard sword}}
{{Weapon table leather whip}}
{{Weapon table crowbill}}
{{Weapon table cudgel}}
{{Weapon table mace}}
{{Weapon table ball and chain}}
{{Weapon table war hammer}}
{{Weapon table morning star}}
{{Weapon table closed fist}}
{{Weapon table razorpaw}}
{{Weapon table paingrip}}
{{Weapon table cestus}}
{{Weapon table knuckle-duster}}
{{Weapon table hook-knife}}
{{Weapon table tiger-claw}}
{{Weapon table knuckle-blade}}
{{Weapon table yierka-spur}}
{{Weapon table blackjack}}
{{Weapon table jackblade}}
{{Weapon table troll-claw}}
{{Weapon table sai}}
{{Weapon table fist-scythe}}
{{Weapon table katar}}
{{Weapon table runestaff}}
{{Weapon table quarterstaff}}
{{Weapon table bastard sword 2}}
{{Weapon table katana 2}}
{{Weapon table military pick}}
{{Weapon table flail}}
{{Weapon table flamberge}}
{{Weapon table war mattock}}
{{Weapon table maul}}
{{Weapon table two-handed sword}}
{{Weapon table battle axe}}
{{Weapon table claidhmore}}
{{Weapon table claidhmore 2}}
{{Weapon table pilum}}
{{Weapon table spear}}
{{Weapon table spear 2}}
{{Weapon table trident}}
{{Weapon table trident 2}}
{{Weapon table halberd}}
{{Weapon table naginata}}
{{Weapon table jeddart-axe}}
{{Weapon table hammer-of-Kai}}
{{Weapon table awl-pike}}
{{Weapon table lance}}
{{Weapon table short bow}}
{{Weapon table composite bow}}
{{Weapon table long bow}}
{{Weapon table hand crossbow}}
{{Weapon table light crossbow}}
{{Weapon table heavy crossbow}}
{{Weapon table net}}
{{Weapon table dart}}
{{Weapon table bola}}
{{Weapon table quoit}}
{{Weapon table discus}}
{{Weapon table javelin}}
{{Weapon table end}}
|}

== Unarmed Combat System ==

Each type of unarmed attack (Jab, Punch, Kick, Grapple) has damage factors against different armor groups, which are then multiplied with the endroll success margin to determine base damage and critical range. See the [[UCS]] article for more details.

== Warding ==

Direct damage [[warding]] spells typically use a hidden damage factor that is multiplied with the endroll success margin (also known in these cases as the warding margin) to resolve both concussion and critical damage cycles, but the exact formulas can vary widely depending on the spell.


==See Also==
==Resources==


*[[Critical divisor]]
*[[Critical divisor]]
*[[Armor]].
*[[Armor]]
*[http://forum.gsplayers.com/showthread.php?98570-Whirlin-s-Damage-Crit-Comparing-Spreadsheet Whirlin's Damage/Crit Comparing Spreadsheet]


[[Category:Weapons]] [[Category:Basic Mechanics]]
[[Category:Weapons]] [[Category: Combat Mechanics]]

Latest revision as of 15:44, 15 January 2021

A damage factor (DF) is a numerical representation of the effectiveness of a weapon or spell against one of the five armor groups.

Weapon or Bolt

Generally, a weapon or bolt will have a damage factor of less than 1.0 expressed as three decimal places. The DF, in combination with an attack's endroll, determines the amount of base damage sustained by a target. For a successful attack the endroll must be greater than 100. Base damage is calculated from the expression (damage factor * endroll success margin) with the endroll success margin (ESM) defined as the endroll - 100.

As an example, an attack is made with a broadsword against a target wearing double leather, a member of the leather armor group. The broadsword's damage factor vs leather is .300 as seen in the table below. Assuming that the attack resulted in an endroll of 150 (ESM 50), we can now calculate the base damage as (DF .300 * ESM 50) = 15. If the target was wearing plate class armor the base damage would be (DF .200 * ESM 50) = 10.

In addition to base damage, attacks will often result in critical damage. Base damage along with several other factors determines the critical damage. Base damage plus critical damage equals the total damage taken (measured in hitpoints) from an attack.

Note: Use normal rounding for base damage calculations. The exception to this is when the damage is less than .5. In this instance damage rounds up to 1.

Sample Weapon Damage Factor Table

Weapon AG Cloth Leather Scale Chain Plate RT Min RT Damage Type STR/DU
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Broadsword DF .450 .300 .250 .225 .200 5 4 Slash/Puncture/Crush 75/160
AvD 36 36 35 34 33 36 34 32 30 37 33 29 25 36 30 24 18

For weapon damage factors by type, see Edged Weapons, Blunt Weapons, Polearm Weapons, Ranged Weapons, Two-Handed Weapons, Brawling, and Thrown Weapons. For bolt spell DFs, see Bolt spells.

Unarmed Combat System

Each type of unarmed attack (Jab, Punch, Kick, Grapple) has damage factors against different armor groups, which are then multiplied with the endroll success margin to determine base damage and critical range. See the UCS article for more details.

Warding

Direct damage warding spells typically use a hidden damage factor that is multiplied with the endroll success margin (also known in these cases as the warding margin) to resolve both concussion and critical damage cycles, but the exact formulas can vary widely depending on the spell.

Resources