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Damage

From Dofus

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Damage is a loss of health points inflicted by the use of an equipment or a spell on characters.

Contents

[edit] Types of Damage

Damage has one of five element types: neutral (linked to strength), earth (linked to strength), water (linked to chance), fire (linked to intelligence) or air (linked to agility). Each elemental damage is increased by corresponding characteristics.

Earth and neutral elemental damages are called Physical damage. Fire, water and air elemental damages are called Magical damage.

Indirect damage is damage from effects on a character such as poison. Direct damage is all other kinds, including glyphs.

Static damage (or hp loss) is damage that cannot be modified in any way.

Area of effect (AoE) damage is damage that affects more than one square of the battlefield and therefore has the potential of damaging more than one enemy. When targeting an AoE weapon or spell, the orange squares on the grid refer to the area that will be affected. If an ally is on one of these orange squares, the ally will suffer damage too. All hammers and staffs inflict AoE damage; two spells that inflict AoE damage are Explosive Arrow and Punch of the Crackler.

[edit] Damage Modifiers

Base damage of a weapon or a spell is modified by various sources. The increase (or decrease) may be either in percentage or fixed amount. Percentage addition to damage is called percent damage. Linear addition to damage is called plus damage.

[edit] Offensive

Weapon >
\/ Class
Axe Bow Dagger Hammer Pickaxe Scythe Shovel Staff Sword Wand
Sadida -10% -10% -10% -10% -10% -10% -10% 0 -10% -5%
Osamodas -10% -10% -10% 0 -10% -10% -10% -5% -10% -10%
Enutrof -10% -10% -10% -5% -10% -10% 0 -10% -10% -10%
Sram -10% -5% 0 -10% -10% -10% -10% -10% -10% -10%
Xelor -10% -10% -10% 0 -10% -10% -10% -10% -10% -5%
Ecaflip -10% -10% -5% -10% -10% -10% -10% -10% 0 -10%
Eniripsa -10% -10% -10% -10% -10% -10% -10% -5% -10% 0
Iop -10% -10% -10% -5% -10% -10% -10% -10% 0 -10%
Cra -10% 0 -5% -10% -10% -10% -10% -10% -10% -10%
Feca -10% -10% -10% -10% -10% -10% -10% 0 -10% -5%
Sacrier -10% -10% -10% -10% -10% -10% -10% -10% -10% -10%
Pandawa 0 -10% -10% -10% -10% -10% -10% -5% -10% -10%
The green fields are the best weapon for each class. Bluish fields are weapons with a slight penalty. Other weapons are not recommended.
  • Critical hit: In the case of weapons, critical hit bonus is added to the base damage range upon critical hits. For example, Captain Chafer's Small Daggers has +10 crit hit bonus, which will boost the regular damage range 15-22 to 25-32. In the case of attack spells, the damage range of critical hit applies instead of the regular damage range. For example, the damage range of Pressure level 1 boosts from 5-9 to 7-11 upon critical hits.
  • Critical failure: Your damage output will be zero upon critical failures. Fatal critical failures may end your turn right away, depending on either the spell cast or the use of a weapon.

[edit] Defensive

  • Shield (effect): A linear reduction of direct damage. Shield effects may be limited to certain elements only. Shield effects are modified by the defender's intelligence and the associated characteristic of the attack's element.
  • Reflect: Another type of linear reduction where damage is dealt back to the attacker. Reflected damage cannot exceed the original attack's damage, and is affected by resistance. The initial reflect was nerfed due to the ease with which Xelors could kill Kitsous. Reflect effects are modified by the defender's wisdom. Formula: Damage Reflected = Spell Reflect Damage * [(Wisdom / 100) + 1). Some equipment gives a Damage Reflect bonus, but it does not reduce the damage taken. The reflect effect of some equipment (notably Prespic Set and Sulik), has also been nerfed.
  • Percentage Reduction: A percentage reduction of direct damage. There are two known effects of the same kind,spell Boozer and spell Feca Shield
  • Resistance: A percentage reduction of direct and indirect damage. Resistance effects are limited to a single element each.
  • Reduction: A linear reduction of direct and indirect damage. Reduction effects are limited to either physical, magical damage, or one particular element.

[edit] Calculation

Firstly, the damage bonus of weapon skill is applied to base damage. Secondly, various percent damage bonuses (class modifier, relevant characteristic, percent damage bonuses from equipment) are applied. Thirdly, plus damage bonuses are added. Lastly, the resistance of the target is applied. Decimal numbers are all rounded. For example, if you are a cra (bow 40%) using an earth-damage bow of the base damage of 15, with 200 points of strength, level 5 bow skill (60%), 50% damage bonus and +10 damage bonus from equipment, your damage output against a monster with 0% earth resistance will be (((15 * 1.6) * (1.0 + 2.0 + 0.4 + 0.5)) + 10) * (1.0 - 0.0) - 0.0= 103

That is, ((base * skill)*(1.0 + stat + class bonus + percent equipment bonus)) + linear equipment bonus)*(1.0 - percent resistance) - linear resistance.

-Note-

  • Every time below a value is stored to "Res" it is truncated to a whole number so if you have a weapon base dmg of 3 and lvl 6 weapon skill it equals 4.95 base damage but is only saved as 4.
Res = Base
Res = Math.floor( Res * WpnSki )(1 + ClassMod)
Res = Math.floor( Res * (1 + Stat/100 + PctDmg) )
Res = Res + LinDmg
Res = Resist( Res )

Base : Random value from base damage range
WpnSki : Weapon skill. (Weapon attack only.)
ClassMod : Class modifier with given weapon. (Weapon attack only.)
Stat : Total value of relevant characteristic. Minimum 0.
PctDmg : All bonuses of type +x% damage.
LinDmg : All bonuses of type +x damage.
Resist : Enemy's resistance. Exact formula unknown at the moment.
Note: linear +x damage bonuses are NOT modified by the class modifier.

Needs confirmation:
(modified to include crit)

(An average damage formula)
(1+WpnSki)*(1 + ClassMod)*(1+Stat/100+PctDmg)*(Base*(1-1/(FailRate-FailStat))+CritBonus/(CritHit-CritStat)*AgiMod)+LinDmg)

the term additions include:
CritStat : +crit from Set/spells
CritBonus : the bonus your spell/weapon adds on a crit
CritHit : the base chance your spell/weapon will crit
AgiMod : the % modifier that your total agi multiplies your crit chance by
FailRate : the chance your spell/weapon will critically fail
FailStat : +critical failure from Set (or spells?)

AgiMod further explained: at 120 agi you would have 50/30 or a mod of 1.667. notice this isnt affected by the base crit chance (in this case 50). if your base crit is 5 it will still produce 1.667 or 5/3 in this case. also "base crit" is a poor use on my part. +crit Set modifies your true base crit before agi is applied.

on a final note, i'll admit i've made some assumptions about this damage formula, like about the critical failure rate. however in practice so far this checks out for me (my max/min crits fall within the expected range), so i'd like to see what everyone else has found from experience.

[edit] Pushback Damage

math

Where: - lvl = level of player who pushes opponent. - Distance = number of additional cells that a character would have travelled, had they not been blocked by an obstacle. If the obstacle is a character, that character will receive the damage meant for the target divided by two. If other characters are aligned with the blocking character, they will receive the damage divided by two.

[edit] Advanced Damage Formulas

The following formulas are explained and defined in greater detail in Maximize Your Damage, the Dofus Damage Guide by Doctor T (see the External Links section below for a link to the complete guide). These formulas are designed to help you get stats and Set to best support a given Spell/Weapon in order to deal the most damage possible. These two formulas are briefly outlined here, for a more detailed explanation see the guide. The following is used with permission:

  • Average Base Damage (ABD)

This is the first of the two calculations, and represents the average damage that will be dealt with a given Spell or Weapon with no stat boosts from Set, Characteristics, or Spells. For this calculation as defined here, Critical Failures do not have an affect on the result, but Critical hits do. The only buff that changes ABD comes from Weapon Skills, for that is the only buff that increases the Base Damage of an attack directly, before any stats take affect (this obviously will only affect Weapons of the same type as the Skill cast).

Here are definitions of the values used in the calculations:

ABD = Average Base Damage
NC_MIN = Minimum Base Damage of the selected Spell on a Non-Crit
NC_MAX = Maximum Base Damage of the selected Spell on a Non-Crit
CR_MIN = Minimum Base Damage of the selected Spell on a Critical Hit
CR_MAX = Maximum Base Damage of the selected Spell on a Critical Hit
MIN = Minimum Base Damage of the selected Weapon (on a Non-Crit)
MAX = Maximum Base Damage of the selected Weapon (on a Non-Crit)
CRIT_B = The Crit Bonus of the selected Weapon, which denotes how much more damage the weapon will do on a Critical Hit
CRIT_VAL = The bottom part of the fraction that represents your current Chance of getting a Critical Hit
   Example: (you have a 1/CRIT_VAL chance of getting a Critical Hit)
SKILL_VAL = The amount of Damage Increase granted by the Weapon Skill active
   Example: (your current active Weapon Skill increases your damage by SKILL_VAL%)

Calculation of the Average Base Damage of a Spell:

ABD = ( [(NC_MIN + NC_MAX) / 2]*[CRIT_VAL - 1] + [(CR_MIN + CR_MAX) / 2] ) / CRIT_VAL

Calculation of the Average Base Damage of a Weapon:

ABD = [ ( [(MIN + MAX) / 2]*[CRIT_VAL - 1] + [([MIN + CRIT_B] + [MAX + CRIT_B]) / 2] ) / CRIT_VAL ] * [100+SKILL_VAL]/100
  • Damage Value Equivalent (DVE)

This second of the Advanced Damage Formulas allows you to find the connection between Plus damage and Percent Damage when using the selected Spell or Weapon. It expands upon the ABD calculation explained above to find the total amount of Percent Damage needed to deal one more point of damage with that Spell/Weapon. In essence, each Plus damage boost you receive will increase your damage with the selected Spell/Weapon by the same amount as a Percent Damage boost equal to the DVE.

Calculation of the Damage Value Equivalent of a Spell or Weapon:

DVE = 100 / ABD

[edit] Permanent Damage

As of version 1.27.0, 10% of all damage which players take during a fight becomes permanent, for that fight. This means that a character's max HP can be significantly reduced over a prolonged fight. It should be noted, though, that this damage is only for that fight so will disappear once the fight is over.

[edit] External links

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