Damage factor: Difference between revisions
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A '''damage factor''' ('''DF''') is a numerical representation of the effectiveness of a weapon or spell against one of the five [[armor]] groups. |
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A weapon's '''damage factor''' ('''DF''') determines the amount of base damage a weapon does, in combination with an attack's [[endroll]]. Base damage and a random factor determines the critical level of the strike, and critical hits to certain locations do different amounts of damage. Base damage combined with critical damage determine the actual damage calculated from an attack. |
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== Weapon or Bolt == |
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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. |
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See also [[critical divisor]] and [[armor]]. |
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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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==References== |
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*http://gs4sorcerer.com - [http://gs4sorcerer.com/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=2 QRS] script. |
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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 table|critical damage]] equals the total damage taken (measured in [[hitpoint]]s) from an attack. |
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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. |
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===Sample Weapon Damage Factor Table=== |
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{{Weapon table start}} |
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{{Weapon table broadsword}} |
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{{Weapon table end}} |
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== Unarmed Combat System == |
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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. |
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== Warding == |
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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. |
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==Resources== |
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*[[Critical divisor]] |
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*[[Armor]] |
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*[http://forum.gsplayers.com/showthread.php?98570-Whirlin-s-Damage-Crit-Comparing-Spreadsheet Whirlin's Damage/Crit Comparing Spreadsheet] |
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Revision as of 22:20, 5 October 2016
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 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.