Damage calculations
#1
Posté 16 mars 2011 - 02:48
How exactly are damage calculations done?
Damage for warrior melee attacks and abilities
Damage for rogue attacks and abilities
And, this one is my personal favorite, I'd really like an explanation for this...
Damage for Mage spells.
#2
Posté 16 mars 2011 - 03:11
I'll bother Peter T tomorrow and see if I can get a proper description, as there are many factors involved.
I don't want to throw a guess at you... BUT IF I WERE TO DO SO!:
Base damage for all classes is based roughly on weapon damage + primary attribute bonus (warriors strength, rogues dex, mages magic.) These results are often modified by active, modal, and passive ability modifiers to get a value for the character we will call his 'damage'. The remaining steps would be taking into account the damage multiplier of the ability being used (imagine basic attacks being 1.0 multiplier with abilities being higher) and then factor in critical hit and class combo multipliers to reach the final output damage. The output damage is then checked against the type resistance of the creature being hit by the ability for a 'final damage'.
Peter will probably smack me tomorrow --I sit beside him and he's my lead-- as I might have butchered that a bit (hopefully some of that was new or at least useful.)
Out of curiosity, what interests you in the mage spells? From my knowledge it should be roughly the same calculations, though mages have a type resistance of the different element it pertains to and rogues/warriors usually check vs armor unless they have elemental weapons.
#3
Posté 16 mars 2011 - 03:25
#4
Posté 16 mars 2011 - 03:38
Originally we had spell resistances for each group of creature in the game, but it ended up being too punishing and often frustrating for testers. Instead, we opted for creature vulnerabilities, which is basically the same thing except you get bonus damage instead (don't tell anyone!) Most creatures have some sort of elemental vulnerability to exploit, including physical damage. This is flat across all difficulty levels.Lastly the way elemental/spell resistances scale between difficulty levels doesnt seem to be documented anywhere so a brief rundown of that would be very helpful and appreciated too especially for casters.
A quick example is that rage demons are vulnerable to ice and take much more damage from cold attacks.
Back to resistances though: this is now only an active feature on nightmare where the resistances of creatures are a binary 0 or 100% at the moment.
Modifié par Joshua Stiksma, 16 mars 2011 - 03:38 .
#5
Posté 16 mars 2011 - 03:40
AgenTBC wrote...
Thanks, I thought I was doing more damage because my magic stat was increasing.
This is also true, it is a combination of weapon damage, the primary attribute of the class, and a few other things
#6
Posté 16 mars 2011 - 04:15
MachDelta wrote...
Hey another question while you're around... how does this stat sweet spot thing work exactly?
I'm not familiar with the exact term, but my best guess is that this is referring to the curve for attributes effecting the stats of your character. The basic goal behind it is to encourage having well rounded stats so players can deal with the wide varieties of situations they'll encounter in the game. As a side note, this was also one of the design reasonings for the stat requirements on armor.
I suppose the sweet spot would be keeping your attributes at a nominal level to get the most benefit to your whole character as a whole (not just in whatever property that stat benefits.) For my tank warrior as an example I will obviously want strength, but once it is high enough I will not get as much benefit and it might be more worth it to put points into constitution for health or cunning for defense. As for the formulas behind this, I cannot post them at this time (It is a pretty graph though, promise.)
Yes, you are correct when saying that the armor values will be inflated. We tried to make the inflation as low as possible while still giving you guys the "Oh snap! Higher armor on this chestpiece!" moments. It's a balance game that we hope we hit with you folks.ashwind wrote...
Coupled that with the increased damage output by mobs... wont armor and skills be super inflated IF future expansion of the game actually allows for character to reach level 50?
Thanks for the questions and I hope that answers them somewhat.
#7
Posté 16 mars 2011 - 09:04
Joshua Stiksma wrote...
Peter will probably smack me tomorrow --I sit beside him and he's my lead-- as I might have butchered that a bit (hopefully some of that was new or at least useful.)
Ah Josh, Josh...
Ability damage works the same for all the classes. This is the order of operations for damage. Each is a separate step.
Base Weapon Damage (in the weapon description, not including on-hit bonuses)
+ Primary Attribute Modifier (0.5 per point over 10)
* Ability Damage Factor (Winter's Grasp is 4.48833 for example)
* Hit Result Modifier (1.0 for normal hits, 1.5+ for critical hits)
+ Berserk Bonus Damage
* Damage Type Modifier (stuff like +15% fire damage)
* Blood Frenzy/Veneer of Calm Modifier (1.0-2.0)
* Cross class Combo Multiplier (if applicable)
That is the value assigned to the damage effect. When the effect is applied to a creature, it has a couple other things that modify it. These are steps done on the creature when the effect is processed.
Damage Effect Damage
* Templar Damage Bonus (vs fade creatures/spellcasters)
* Damage Type Resistance Modifier (armor, fire, resistance, etc)
* Damage Resistance Modifier (flat damage resistance)
* Magic Resistance Modifier (flat magic resistance)
* Rear Vulnerability Modifier (Shield Defense gives this unless you upgrade it)
* Blindside Modifier
* Brittle Modifier (if a critical hit)
* Damage Redirection Modifier (if Aveline absorbs damage from the target, etc)
That determines how much damage the creature takes and what number appears above its head. That's not the actual amount of health deducted from it, though, since that is abstracted a bit to allow for better scaling between difficulty levels.
#8
Posté 19 mars 2011 - 06:40
Netris wrote...
Thank you!
And could you please answer these questions:
1) When and how non-base weapon damage calculating (i.e. dagger with +3 *TYPE* damage)?
2) What about misc items (rings etc) with +X% to *TYPE* damage?
3) How dual-wield damage calculating for Rogues?
1) When an ability hits, if the ability was a hit with the weapon (basic attacks, a lot of Warrior and Rogue abilities), it looks at the individual weapon that cause the hit. It runs through each of the on-hit properties on that weapon and applies its effect. So a staff with the following properties:
Staff
69 fire damage per hit (whatever DPS)
+10% spirit damage
+7 electricity damage
2.5% chance to stun normal enemies for 3s
You hit with a basic attack. It processes that attack normally, applying damage, force and secondary effects from other abilities/modes you may have on you. Then it checks the weapon for on-hit properties. In this case, that's electricity damage and chance to stun. The damage it just applies straight, the stun it checks against the percentile chance of it happening before applying.
2) Those modify a character property, which is included in the "Damage Type Modifier" step.
3) Each weapon hits individually. Basic attacks usually alternate which weapon hits, and abilities usually hit with both (to avoid biasing towards one hand or the other). The "Base Weapon Damage" as well as what on-hit properties apply is determined by which weapon hit with that particular strike. There is no penalty or other trickery involved with calculating dual weapon damage.





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