Damage weighting: Difference between revisions

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'''Damage weighting''' is a property of a weapon that causes the weapon to inflict more damage on a target. The damage does not apply when calculating the critical damage of an attack. As with [[critical weighting]], there is a numerical value associated with the amount of damage weighting a weapon possesses, however, unlike critical weighting, the value is not halved when determining the value of damage added. Also, when determining the critical damage, there is a threshold of damage before the critical weighting kicks in. In order for critical weighting to take effect, the attack must cause at least a level 1 critical without the aid of the critical weighting. Damage weighting, however, will always affect the outcome of the attack. Damage weighting is variable from 1 damage added to the maximum the weapon is weighted, a weapon with 40 points of damage weighting will add somewhere between 1 to 40 damage to the resolution of each successful attack.
'''Damage weighting''' is a property of a weapon that causes the weapon to inflict additional [[hitpoint]] damage on a target. Damage weighting does not apply when calculating the [[critical]] outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.


As with [[critical weighting]], there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.
== Example ==
If a character swings a weapon with heavy (10) damage weighting (heavy is 9-11) and hits a creature wearing soft leather armor for 15 straight damage, it inflicts a level 3 critical, normally. In this case, we'll say it is a level 3 slashing crit to the chest, which deals an additional 15 damage, for a total of 30 damage. Now, add the maximum damage weighting, +10, for a total of 40 damage to the creature with a level 3 critical hit. For the same amount of critical weighting, the weapon would've done 35 damage with a level 4 critical hit.


The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from '''Light''' to '''Somewhat''' will always add the weapon's actual weighting. Weighting levels higher than '''Somewhat''' will add a variable amount of HP damage but will never be less than '''Somewhat''' equivalent weighting.
Another example, a character attacks, obtaining a +101 endroll. This would result in 1 damage to the opponent and a level 0 critical hit. With heavy (10) damage weighting, the attack would add 1-10 damage with a level 0 critical hit. With heavy critical weighting, the attack would inflict 1 damage with a level 0 critical hit.

Adding damage weighting to weapons is NOT available through the [[premium point]] system. Damage weighted weapons are often available in [[player run shop]]s, through special merchants or events, or from privates sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.

Although not an intrinsic property of a weapon, damage weighting can also be added to [[melee]], [[ranged]] and [[bolt]] attacks by members of the [[Guardians of Sunfist]] society by activating the [[Sigil of Minor Bane]].

== Damage Weighting Calculation ==
In order to determine the amount of weighting added to an attack it is necessary to know the weapon [[damage factor]] and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).

=== Example I ===
<div {{log}}>
You swing a vultite longsword at a hill troll!<br>
&nbsp;&nbsp;AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295<br>
&nbsp;&nbsp;&nbsp;... and hit for 128 points of damage!<br>
&nbsp;&nbsp;&nbsp;Massive blow punches a hole through the hill troll's chest!<br>
&nbsp;&nbsp;&nbsp;The hill troll is stunned!
</div>

In this example, the weapon damage factor is .275 ([[longsword]] vs. light leather: [[Armor]] Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate [[critical table]]. In this case, the critical messaging <i>Massive blow punches a hole through the hill troll's chest!</i>, which can be found on the [[crush critical table]], indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.

=== Example II ===
In this example there is no critical damage. The messaging <i>Light slash to the hill troll's abdomen! Barely nicked.</i>, that is found on the [[slash critical table]], corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different [[AvD]]s. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.

<div {{log}}>
You swing a blued and gilded vultite longsword at a hill troll!<br>
&nbsp;&nbsp;AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121<br>
&nbsp;&nbsp;&nbsp;... and hit for 13 points of damage!<br>
&nbsp;&nbsp;&nbsp;Light slash to the hill troll's abdomen!<br>
&nbsp;&nbsp;&nbsp;Barely nicked.<br>
</div>


== New Weighting Chart ==
== New Weighting Chart ==

Revision as of 10:29, 6 March 2012

Damage weighting is a property of a weapon that causes the weapon to inflict additional hitpoint damage on a target. Damage weighting does not apply when calculating the critical outcome of an attack. The additional hitpoints from damage weighting are added at the end of the combat resolution calculations. There is no special messaging to indicate that damage weighting is a factor in the attack resolution. In order to determine the amount of weighting added to a particular attack requires calculating the non-damage weighted outcome and comparing this theoretical value to the actual result.

As with critical weighting, there is both a numerical value and a corresponding descriptive message associated with the level of weighting a weapon possesses. However, unlike critical weighting, which requires that the initial raw damage be sufficient to cause a minimum Rank 1 critical before activating, there is no such requirement for damage weighted weapons. Damage weighting will activate with all successful (endrolls greater than 100) attacks.

The amount of damage weighting added to an attack is either fixed or variable depending upon the level of weighting. Weighting levels from Light to Somewhat will always add the weapon's actual weighting. Weighting levels higher than Somewhat will add a variable amount of HP damage but will never be less than Somewhat equivalent weighting.

Adding damage weighting to weapons is NOT available through the premium point system. Damage weighted weapons are often available in player run shops, through special merchants or events, or from privates sales by other players. Because of their desirability weighted weapons can be quite expensive. High level weighted weapons can sell for tens of millions of silver or more.

Although not an intrinsic property of a weapon, damage weighting can also be added to melee, ranged and bolt attacks by members of the Guardians of Sunfist society by activating the Sigil of Minor Bane.

Damage Weighting Calculation

In order to determine the amount of weighting added to an attack it is necessary to know the weapon damage factor and the critical damage result. These values can then be used to determine the total theoretical damage (raw damage + critical damage). The amount of damage from the weapon weighting is simply (actual damage - theoretical damage).

Example I

You swing a vultite longsword at a hill troll!
  AS: +246 vs DS: +84 with AvD: +42 + d100 roll: +91 = +295
   ... and hit for 128 points of damage!
   Massive blow punches a hole through the hill troll's chest!
   The hill troll is stunned!

In this example, the weapon damage factor is .275 (longsword vs. light leather: Armor Group 2). The raw damage from the attack is (weapon DF * (endroll - 100) which results in (.275 * 195) 56 raw damage. The critical damage can be found by looking up the messaging on the appropriate critical table. In this case, the critical messaging Massive blow punches a hole through the hill troll's chest!, which can be found on the crush critical table, indicates a Rank 8 Chest critical with 65 points of damage. The total theoretical damage is (56 raw + 65 critical) = 119. The actual damage as shown in the combat messaging is 128. Therefore, the amount of damage weighting added to the attack is (128 actual - 119 theoretical) = 9 points of weighting.

Example II

In this example there is no critical damage. The messaging Light slash to the hill troll's abdomen! Barely nicked., that is found on the slash critical table, corresponds to 0 critical damage. Therefore, the only theoretical damage is the raw damage (weapon DF * (endroll - 100). In this example the raw damage is (.225 * 21) = 5. The difference between the weapon damage factor from examples I and II is due to the different armor worn by the hill trolls, as reflected in the different AvDs. The troll in Example II is wearing a leather breastplate (Armor Group 3). The weapon weighting is (actual damage - theoretical damage) which in this example is (13 - 5) = 8 points of weighting.

You swing a blued and gilded vultite longsword at a hill troll!
  AS: +163 vs DS: +113 with AvD: +43 + d100 roll: +28 = +121
   ... and hit for 13 points of damage!
   Light slash to the hill troll's abdomen!
   Barely nicked.

New Weighting Chart

Name Rating
Lightly 01 - 02
Fairly 03 - 04
Somewhat 05 - 06
Decent 07 - 08
Heavy 09 - 11
Very Heavy 12 - 14
Exceptional 15 - 19
Masterful 20 - 24
Superb 25 - 29
Expert 30 - 34
Phenomenal 35 - 39
Fantastic
Incredible
Wondrous

Old Weighting Chart

Name Rating
Lightly 1-2
Fairly 3-4
Somewhat 5-6
Decent 7-8
Heavy 9-11
Very Heavy 12-14
Exceptional 15-19
Masterful 20-24
Incredible 25+

See Also

References