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View Full Version : From Mace to Face: How damage gets from your attack to their health bar


Rok
04-26-2009, 09:33 PM
The following guide describes the communities best understanding of how damage is calculated in WAR. I'll try to keep it updated as new information comes to light.
If you're not a math person just skip the bits in grey.

http://i34.photobucket.com/albums/d110/AMAid/Warhammer/Tanky.jpg

Meet Tanky. Tanky doesn’t like to be hit with things and protects himself as much as possible. Let’s see what happens when we attack him.


Step 1: Did Tanky Block?
Tanky likes to carry around a shield that he tries to put between himself and harm’s way. If he manages to do so he Blocks and the attack is stopped. This shield has a Block Rating and the higher it is the better his chance to Block. However the stronger the attack the lower Tanky’s chance to block. If you’re attacking with a melee weapon, spell or ranged weapon you will be using your Strength, Intelligence or Ballistic Skill respectively to overcome the shields Block Rating. Any other bonuses or penalties are added after that’s worked out, for example some gear helps you block better and two-handed melee attacks reduce Tanky's chance to Block by 10%.

<defenders block rating> / <attackers damage stat> * 40 + <defenders '+ block' bonuses> - <attackers 'reduced chance to be blocked'> = Block %


Step 2: Did Tanky Parry/Dodge/Disrupt?
Tanky’s a clever fellow and has discovered that he can avoid getting hurt be getting out of the way of things. He’s learned to deflect melee attacks with his weapon (Parry) which comes from his Weapon Skill, jump out of the way of arrows (Dodge, sometimes called Evade) thanks to Initiative and shrug off magical attacks (Disrupt) due to his Willpower. If he manages to do this, the attack is stopped. As with Blocking, Tank’s chance to Parry, Dodge or Disrupt is reduced by your Strength, Ballistic Skill or Intelligence. Any other bonuses or penalties are added after that’s worked out, for example dual-weilding would give Tanky a 10% bonus to Parry and two-handed melee attacks reduce Tanky's chance to Parry by 10%.

<defenders weapon skill> / <attackers strength> * 15 + <defenders '+ parry' bonuses> - <attackers 'reduced chance to be parried'> = Parry %
<defenders willpower> / <attackers intelligence> * 15 + <defenders '+ disrupt' bonuses> - <attackers 'reduced chance to be disrupted'> = Disrupt %
<defenders initiative> / <attackers ballistic skill> * 15 + <defenders '+ dodge' bonuses> - <attackers 'reduced chance to be evaded'> = Dodge %


Step 3: What did you hit with?
If you’ve come this far then you’ve hit Tanky! How much damage you’re going to do depends on what you hit him with. Your attack has an initial damage shown on its tooltip. It will also do additional damage if you’re attacking with a Ranged or Melee weapon based on that Weapons DPS. Each attack has a unique coefficient for your weapons damage bonus, and while it is often the same as the cast time of the attack (or 1.5 for instant casts) this is not always the case. The Weapons DPS is increased by this coefficient.
Sometimes you’ll just be attacking automatically with your weapon, this is called auto-attack. Auto-attack has no tooltip damage and its coefficient is always your weapons speed.

<attacks tooltip damage> + <attackers weapon DPS> x <attacks weapon coefficient> = Base Damage


Step 4: So you’ve got two weapons hu?
So you thought you were clever did you, bring two swords to a knife fight? Well if you’ve attacked Tanky with an ability both weapons will add damage, however the off-hand weapon won’t add as much.

<attacks tooltip damage> + (<attackers main-hand weapon DPS> +<attackers off-hand weapon DPS> x 0.45 ) x <attacks weapon coefficient> = Base Damage

If you’re auto-attacking you will only hit with the main-hand weapon but every time that happens you have a 50% chance to hit with the off-hand weapon too. In this case the off-hand weapon deals its damage separately.

(<attackers main-hand weapon speed> - <attackers off-hand weapon speed>) x <attackers off-hand weapon DPS> + <attackers off-hand weapon DPS> x <attackers off-hand weapon speed> x 0.9 = Off-Hand Base Damage


Step 5: How hard did you hit?
Tanky is Tough but you’re no slouch either. If you’re stronger, smarter or a better shot than Tanky is tough you’re going to do extra damage…but if he’s tougher then you’re going to do less damage. Luckily, no matter how tough Tanky is your attack’s Base Damage can’t be reduced below half by that toughness. So this time it’s your Strength (for melee), Intelligence (for spells) and Ballistic Skill (for ranged weapons) reduced by Toughness. You can also get bonus melee, magic or ranged damage on some items. These bonuses are all modified by the abilities stat coefficient which, like the attacks weapon coefficient is often the same as the cast time but with many exceptions. Again, auto-attack damage uses the weapons speed as it’s stat coefficient.

<attacks stat coefficient> x (<attackers strength, intelligence or ballistic skill> + <attackers bonus melee, magic or ranged damage> - <defenders toughness>) = Stat Bonus

<base damage> + <stat bonus> / 5 = Raw Damage (for abilities)
<base damage> + <stat bonus> / 10 = Raw Damage (for auto-attack or main-hand auto-attack)
<base damage> + <stat bonus> / 20 = Raw Damage (for off-hand auto-attacks)
Total Damage cannot be lower than half Base Damage


Step 6: How about % bonuses?
The damage you deal to Tanky is sometimes affected by % modifiers. Maybe someone is Guarding Tanky (-50%) or maybe you have a tactic like Divine Fury (+25%). These bonuses always add together before being applied.

<total damage> x (1 + <% penalties> + <% bonuses>) = Modified Damage


Step 7: Did you hit him where it hurts?
Sometimes when you attack Tanky you will hit him where it really hurts, which means you’ll do around half again more damage. This is called a crit. Your chance to crit Tanky is based on his Initiative. The more he has the less chance you have of critting. You can also get crit bonuses that add on top of that chance and he can get -crit to counter you.

(<attackers level> x 7.5 + 50) / <defenders initiative> x 10 = % Crit Chance


Step 8: How much more did that crit hurt?
Ooomf! Right in the jibblies!
If you’ve crit Tanky you’re going to do more damage. The exact amount is randomised between 40% and 60% extra damage so we like to average it out to 50%. You can also get bonuses that increase your crit damage. These are added on top of that 50%.

<modified damage> x (1.5 + <attackers % crit damage bonus>) = Crit Damage


Step 9: Hang on, what’s this bubble about?
A sneaky goblin has put a bubble around Tanky and now you can’t hurt him! Luckily the bubble can only take so much, prick it enough and it will pop so keep attacking.
Damage absorb spells like this can only absorb a flat amount of damage which is listed on the tooltip. After this they are used up.

If <modified damage> or <crit damage> is less than < spell’s absorb amount> then:
<spell’s absorb amount> - <damage> = Spell’s New Absorb Amount, no damage dealt.
Otherwise:
<damage> - <spell’s absorb amount> = Post-Absorb Damage, and the damage absorb spell is gone.


Step 10: What about all that stuff he’s wearing?
You hit Tanky and hit him good! Unfortunately he’s wearing slabs of metal from a military scrap yard. Clang!
Tanky has Armor and Resistances and they reduce the damage you do by a percentage. Armor stops physical attacks while Resistance stops magical attacks. There are three kinds of resistance: Spirit, Elemental and Corporeal. If your ability is one of these three it will say which kind on the tooltip, otherwise it’s a physical attack.
If you’re attacking with a physical attack your Weapon Skill lets you find the weak points in Tanky’s armor, this is called Armor Penetration. Tanky can also get bonuses that reduce your armor penetration. If you’re casting a spell on Tanky there is no stat to reduce his resistances. Neither Armor or Resistance can go above 75% (after all modifiers are applied) and both can be reduced by certain spells and effects. Resistances are further soft capped: After 40% they are less effective per point of resistance.

For Armor:
<defenders armor> / <attackers level> / 110 = Armor Mitigation %
<attackers weapon skill> / (<defenders level> x 30 + 200) = Armor Penetration %
<defenders armor mitigation> x (1 - <attackers armor penetration> + <defenders anti-armor penetration>) can’t be greater than 0.75

<post-absorb damage> x (1 - (<defenders armor mitigation> x (1 - <attackers armor penetration> + <defenders anti-armor penetration>))) = Final Damage

For Resistance:
If <defenders resistance> / <attackers level> is equal to or less than 16.8 then:
<defenders resistance> / <attackers level> / 42 = Resistance Mitigation %
Otherwise:
(<defenders resistance> - <attackers level> x 16.8) / <attackers level> / 126 + 0.4 = Resistance Mitigation %
<resistance mitigation> can’t be greater than 0.75 (75%)

<post-absorb damage> x (1 - <defenders resistance mitigation>) = Final Damage


Step 11: Take that Tanky!
You did it! Tanky’s health bar is reduced by the damage you dealt. Lucky for Tanky he’s got plenty of health due to his high wounds.

<wounds> x 10 = Health Total
<defenders health total> - <final damage> = Defenders new health total


So there you have it, easy as that!

Calavel
04-27-2009, 04:28 AM
:D

Fun AND informative! Poor Tanky...

Rok
04-27-2009, 05:35 PM
Updated 28-04-09 thanks to Cortina's insights (http://www.warhammeralliance.com/forums/showthread.php?p=3994954#post3994954).
Updated 29-04-09, fixed the armor penetration forumla.

solidzaku
05-05-2009, 09:42 AM
Rok, you're like the Willy Wonka of WAR.

akalukz
05-22-2009, 06:09 AM
Does this take into effect the stuff adam has been talking about with 1.3 or is it going to be outdated by changes in 1.3?

Zarek
05-22-2009, 06:42 AM
Step 5: How hard did you hit?
<attacks stat coefficient> x (<attackers strength, intelligence or ballistic skill> + <attackers bonus melee, magic or ranged damage> - <defenders toughness>) = Stat Bonus

<base damage> + <stat bonus> / 5 = Raw Damage (for abilities)
<base damage> + <stat bonus> / 10 = Raw Damage (for auto-attack or main-hand auto-attack)
<base damage> + <stat bonus> / 20 = Raw Damage (for off-hand auto-attacks)
Total Damage cannot be lower than half Base Damage

This section is clearly not for the 1.3 changes. You'll notice he's adding a flat bonus based on strength and not based on the base damage of the ability. Even for 1.2.1 he's not modifying the 'bonus' by the cast time of the attack (1.5 for instants, cast time for spells/channels).

This isn't even the way I've understood melee power or spell power to work either. You're stating that Melee Power = Strength stat for stat. The way I've understood it to work MP instead adds a flat number to the base of the ability, and not a flat dps increase like stregnth.

Rok
05-23-2009, 04:41 AM
Does this take into effect the stuff adam has been talking about with 1.3 or is it going to be outdated by changes in 1.3?

Not yet. I'm waiting for 1.3 to be released before updating. However most of it wont be changing, only a very small part. See below....


Step 5: How hard did you hit?
<attacks stat coefficient> x (<attackers strength, intelligence or ballistic skill> + <attackers bonus melee, magic or ranged damage> - <defenders toughness>) = Stat Bonus

This section is clearly not for the 1.3 changes. You'll notice he's adding a flat bonus based on strength and not based on the base damage of the ability. Even for 1.2.1 he's not modifying the 'bonus' by the cast time of the attack (1.5 for instants, cast time for spells/channels).

In 1.2.1 the <attacks stat coefficient> is in most case the attacks cast time. I mention that just above the section you quoted but don't write that in the formula because it is not always based on the cast time. Most Shaman DoT's and HoT's for example use 4.5 instead of the 1.5 of other instant casts.
In 1.3 the <attacks stat coefficient> will be based on the damage of the attack, modified for weapon users. However testing on the PTS has shown that it is still a fixed value: it does not scale with the level of the spell. As a result the formula from 1.2.1 is actually still correct but there may be a new formula that lets us determine the value of the <attacks stat coefficient>.
So far the only real change to the damage calculations in 1.3 is that the base damage of abilities is changing and the value of each <attacks stat coefficient> will be based on that new base damage where it used to be based on the cast time.


This isn't even the way I've understood melee power or spell power to work either. You're stating that Melee Power = Strength stat for stat. The way I've understood it to work MP instead adds a flat number to the base of the ability, and not a flat dps increase like stregnth.

If you mouse over the melee power bonus on your character screen it shows a DPS bonus.

Zarek
05-29-2009, 06:28 AM
Are your steps implying that Block is calculated before Parry? What I'm asking is if you push your pary + block above 100% will block overwrite parry or visa versa. Have you tested that or are you just stating how to calculate the % change of each?

Edit:Thanks for the info on Melee Power I've gotta rethink some gear!

Rok
05-31-2009, 05:05 PM
Are your steps implying that Block is calculated before Parry? What I'm asking is if you push your pary + block above 100% will block overwrite parry or visa versa. Have you tested that or are you just stating how to calculate the % change of each?

Yes indeed they are! In terms of how much damage is mitigated, it doesn't really matter that block comes first. 50% block and 30% parry will mitigate 65% of incoming melee attacks regardless of which one you apply first. However, if you have abilities that proc from Parrying you will find that your Block chance reduces your proc rate.
Another side effect of this is that if your class has lots of Parry bonuses you will mitigate more melee damage if you stack even more Parry rather than stacking Block...although in practice this has limited uses.

taugrim
08-28-2009, 03:27 PM
Thanks Rok, this post rocks :)