Damage Calculations

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Hi all! This guide is about Damage calculating, and how it can be used.

Contents

Weapon Damage

You all see the numbers shown under your stats, right?
Screen shot 2010-07-10 at 4.46.47 PM.png

Yeah, those numbers. I'll type out the Primary again, because this will be the basis of everything. All of those damaging numbers follow the same rule, and Primary weapons is just the first one up there.

Primary: 18-22 +26 (Physical Damage)

Now, what does that mean? Remember, Resistance affects Energy Damage, Defense affects Physical. I'm using physical, so lets look at the opposing defense. So, if your opponent has 0 defense°, you will hit between 44 and 48 damage. How do you get these numbers?

°I will explain later what happens if the opponent does not have 0, so don't worry.

Take a look at the first set of numbers. 18-22. This is the number affected by your Strength. The lower or higher your Strength gets, those numbers adjust accordingly. My Strength is 72 in this scenario. I will explain later about the affects of buffs-debuffs. So, assume that I am going first and my opponent has 0 defense for whatever reason.

18-22 is the variable. That changes (Read above). So, what is the +26 supposed to mean? That is the weapon's BASE DAMAGE. That means, even if you had 0 strength, you would still hit AROUND a 26 with your weapon. But, 26 is the base number.

Calculating Weapon Damage

So, the formula for deciding how much damage you will deal is (Assuming the opponent has 0 defense) :

((First Number≤X≤Last Number))+Y)=D=Damage Dealt.  So, really it's X+Y, but X can be 18-22.
   ^Incase you don't understand,
    any Number between 18-22, 
including 18 and 22, could be X.

But, what opponent has 0 defense? Say your opponents Dexterity is 57 (Including Boosts). Therefore, their defense would show to be 19-23 So, same principles, except, here is the important part:

YOUR DAMAGE (From previous Formula) MINUS OPPONENTS DEFENSE = DAMAGE DEALT.

So, the defense of your opponent is actually 19-23. Using simple subtraction, you determine the Minimum damage you could do is 21 (Minimum Damage - Maximum Defense... 44-23) and the Maximum damage you could do is 29 (Maximum Damage - Minimum Defense)

So, the damage you would deal is 23≤X≤29. X, your damage, would be : 21 to 29.

Base Damage

A little twist:Base levels (The lowest those starting damage, like the +26 Base Damage for my weapon.) is applied BEFORE the varying damage has been decided. The varying damage is decided randomly from between the variable numbers (In this case, 18 to 22), the RNG (Random Number Generator) picks it. If it DIDN'T do that, that list of numbers would be more like:

~Remember, the lowest damage is 3 (For some reason unknown to me) so this Number(s) will seem kind of bizarre.~

...3.

That's what hitting with your fists would be like.

Why that wouldn't work, is because those are all the same number... 3. Then you would have no random number, and you would hit the maximum every time... 3+Base damage (26)) = 29.

So, adding before allows the varying numbers to actually vary. The damage possible to be dealt is 23 to 29.

So, unless you have a critical hit or Rage, you will DEFINITELY hit between those numbers.

Now, that formula can be used for Primary, Sidearm, and Auxiliary, except with the Auxiliary damage, you would use Support instead of strength to change the variable. There are only two types of damages (Physical and Energy) So, you always have something to subtract from your damage, even if it is 0.

Skill Damage

Now, what about skills? Here's a summary:

Defense Matrix/Energy Shield/Hybrid Armor affect the BASE NUMBER of your Defense/Resistance. Reflex Boost/Technician affect the VARIABLE number of your defense, by changing the Dexterity/Technology that affect it.

Now for attacking skills...

For Stun Grenade, Artillery Strike, etc... all skills that have a base damage showing, as in here:
Screen shot 2010-07-10 at 5.33.29 PM.png
This is Stun Grenade, by the way.

Just use those numbers as the base numbers, with no variables. There is a variable scheme for those, but I can't really tell. If you find it, just add them in.

For Skills like Surgical Strike, which have a variable damage, just use that as the variable damage. There is no base damage that I know of, so it is possible to almost nullify these attacks. Remember, the lowest hit is 3 for ANYTHING.


For all the skills that affect by a percent, like Berserker or Massacre, just add that number in. So, if Massacre would do an added 101% Damage, multiply your Damage you would do normally by (1+1.01), so you'd do 201% damage.

 
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