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− | | + | #REDIRECT [[Combat#Damage]] |
− | == Damage ==
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− | Upgrades and items have to main ways of enhancing your damage: base damage and power scaling (attack or skill power).
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− | Calculating damage dealt (enemy resistance not considered) = (Base Damage)*(Power Scaling*2%)
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− | e.g. 5 base damage with 20 attack power = (5)(20*2%)= (5)*(1.4)= 7 damage dealt
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− | e.g. 30 base damage spell with 40 skill power = (30)(40*2%) = (30)(1.8) = 54 damage dealt
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− | == Damage Types ==
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− | Items that increase base damage (physical or magical), attack power, or mentions it is primary exclusive only increase the strength of your primary attack.
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− | Items that increase skill power, skill crit chance, skill crit multiplier increase the damage of every damage source that is NOT a primary attack, it will even enhance the base damage of passives such as Paladin Juggernaut and Priest Celestial Orbs.
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− | Armor penetration and magic penetration is specific to the damage type of your skill. Note that hybrid damage type primaries and skills will only receive 50% effective benefit out of penetration items/buffs.
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− | == Critical Chance ==
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− | Critical chance is calculated a bit strangely in this game. Each source of crit chance is independently rolled for either a positive or a negative outcome to determine if it crits or not. If you have two sources of crit and you roll both crits for a positive outcome you can get 4x damage.
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− | For example, if you have two items and one gives 20% crit chance and another gives 10% crit chance, 20% of the time you do 2x damage, another 10% of the time you do 2x damage, (20%*10%)=2% of the time you might do 4x damage!
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− | Damage output = (Base Damage)(2+critical damage enhancers)^N, N=number of positive rolls from different sources of crit
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− | e.g. 50 base damage, 4 sources of crit but only 3 rolled a positive event, 50% bonus crit damage
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− | Damage output = (50)(2+0.5)^3 = 781 damage
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− | == Damage Reduction ==
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− | See [[Vital Statistics|Armor]]
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