Damage

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Damage Syntax

Contents

Basics

Damage is an important part of the game; Understanding how different equipment effects damage is important.
There are 2 basic types of damage in 2Moons:

Physical Damage

Physical damage is the most common damage. All basic weapon attacks (no skills) deal physical damage, even from the staff or wand. Most damage from skills, unless specifically stated, deals physical damage. The defense (Def) of the foe reduces the amount of physical damage taken. See the article on defense for details.

Found in the player statistics window ('C') as "Atk", the Physical Attack Power is determined by your weapon (stated as 'Physical Damage' on the weapon itself). It is also increased by your character level and the number of points invested into Strength for all melee weapons, or Dexterity for all ranged weapons (Bow, Crossbow, Whip, and Spear). This attack power is also referred to as your "base" physical damage.

  • When not using skills, this attack power is used as the actual damage amount. (example: swatting a monster with your wand/sword/bow, etc is a physical attack, thus your "Atk" damage is used to determine the damage amount)
  • When using skills that deal physical damage, this attack power is used as the base damage amount that is added to the skill damage to produce the final damage amount. [Atk] + [skill damage] = [Total damage]. Note: for combo skills, the attack power is added onto every hit of the combo
  • Physical attack power is not used when using a skill that deals magical damage.

Magical Damage

Magical Damage comes in two forms - "Elemental" and "Magical". Elemental damage is magic damage with a type:

  • Poison
  • Curse
  • Ice
  • Lightning
  • Fire

Each of these 5 elemental damage types can be countered with resistance. Note that defense does not reduce the amount of any elemental damage except pure magical damage. However, pure magical damage is not reduced by Physical Resistance.

Also found in the player statistics window ('C') as "Mag Atk", the Magical Attack Power is determined by your weapon (stated as 'Magic Damage' on the weapon itself). It is also increased by your character level and the number of points invested into Spirit. This attack power is also called the "base" magical damage. When using skills that deal magical damage, this attack power is added to the skill damage. For instance, if a player with 1000 magical attack power uses a level 7 Curse Field (2540 curse damage), the total damage done to the foe will be 1000 + 2540. It is important to note that the magical attack power that is added becomes the damage type of whatever skill is being used. In this case the 1000 base magical damage becomes the type of curse, so the skill deals 3540 curse damage.

Equipment & Damage Calculation

Understanding the finer points of damage calculation can be extremely hard to understand. A good understanding is needed to maximize your use of equipment.

Gems & Rings

Gems are placed into weapons to increase damage. There are 4 different types of damage gems:

  • Attack Gems (type 1) : Percent based gems (+X%), such as "+3% Lightning Damage"
  • Attack Gems (type 2) : + Dmg based gems (+X), such as "+38 Curse Damage", identical behavior as elemental Rings such as the +X Lightning damage ring.
  • Pyramid (+ Magic Damage) - identical behavior to the Indigo Rings
  • Rhombus (+ Physical Damage) - identical behavior to the Gold Rings.

Each Gem will effect damage in a unique way.

Percent Damage Gems

These gems come in the form "+X% damage" - and are only available for each of the 5 elemental damages (Fire, Ice, Lightning, Poison, Curse). The percentage is applied to the players Attack Power only (not the total skill damage)
Scenario 1
If a skill is used that deals the elemental type of the gem, the percentage is applied. Using the example above, if Curse Field is used and the Segnale places a "+5% Curse Damage" gem in the whip, the 5% is applied to the 1000 Magical Attack Power, giving the Curse Field an extra 50 damage.
Scenario 2
If a skill is used that does not deal the elemental type of the gem, that percentage is NOT applied. For instance, if a mage uses the same 5% curse gem, and uses the skill Fire Fury which deals fire damage, the gem serves no purpose.
Scenario 3
If a skill is used that deals physical damage, the percentage is applied. In this case, the % gem is applied to the Physical Attack Power. For instance, if the same Segnale who has 2000 physical attack power uses the skill Blood Hit which deals physical damage, the 5% curse gem will be applied: 2000 * 5% = 100 damage. The result is that each attack of blood hit will deal 100 extra damage. Even though the skill deals physical damage, the extra 100 damage is of type curse. Mixed damage types will occur in this scenario.
Scenario 4
A normal attack (no skill) is used. Since the damage of the attack is physical, the gem is applied. For instance, if the Segnale attacks normally with the whip, the damage dealt is equal to the 2000 physical attack power + 5% curse damage. The result is that the whip will inflict 2100 damage. (2000 physical damage and 100 curse damage)

Absolute Damage Gems

The following applies to elemental damage rings as well

These gems come in the form "+X damage" - and are only available for each of the 5 elemental damages (Fire, Ice, Lightning, Poison, Curse). + damage gems follow the same behavior as the percent based gems. However, they simply add the amount stated rather than calculate the percent from the attack power.
Scenario 1
If a skill is used that deals the elemental type of the gem, the extra damage is applied. Using the example above, if Curse Field is used and the Segnale places a "+43 Curse Damage" gem in the whip, the +43 damage is applied and the result is that an additional +43 damage is added.
Scenario 2
If a skill is used that does not deal the elemental type of the gem, that extra damage is NOT applied. For instance, if a mage uses the same +43 curse gem, and uses the skill Fire Fury which deals fire damage, the gem serves no purpose.
Scenario 3
If a skill is used that deals physical damage, the extra damage is applied. For instance, if the same Segnale uses the skill Blood Hit which deals physical damage, the +43 curse gem will be applied and each attack of blood hit will deal +43 extra damage. Even though the skill deals physical damage, the extra 43 damage is of type curse. Mixed damage types will occur in this scenario.
Scenario 4
A normal attack (no skill) is used. Since the damage of the attack is physical, the gem is applied. For instance, if the Segnale attacks normally with the whip, the damage dealt is equal to the 2000 physical attack power + 43 curse damage. The result is that the whip will inflict 2043 damage. (2000 physical damage and 43 curse damage)

Pyramid

The following applies to the magic damage ring as well (Indigo Rings)

Pyramids are used to increase the Magical Attack Power (see above). Adding a "+36 Pyramid" is the same as adding points into Spirit to increase the magical attack power. Unlike the elemental based gems above, pyramids will NOT add extra damage to attacks that deal physical damage. However, since the gem adds damage directly to the "Magical Attack Power", it will increase the damage of ALL attacks that deal magical damage. This can be very useful for a mage who uses a range of elements (Fire, Ice, and Lightning) and does not want to choose an elemental gem. Directly increasing your Magical Attack Power also has other benefits. Remember that all percentage modifiers (gloves, Fire/Ice/Light masteries, Magic Power, etc base their extra damage on a percentage of your Mag Atk...

Rhombus

The following applies to the physical damage ring as well (Gold Rings)

The Rhombus is used to increase the Physical Attack Power (see above), and works like the Pyramid. Adding a "+48 Rhombus" will simply add 48 to your Physical Attack Power. However, a rhombus will not add damage to skills that deal magical damage.

Gear

Gloves and weapons can contain certain damage modifiers. The behavior of this damage works the same as the Gems. For example:

  • A pair of gloves with "+1% Curse Damage" is the same as using a +1% Curse Gem in your weapon.
  • A pair of gloves with "+48 Attack" or "+48 Increased Damage" is the same as using a +48 Rhombus.
  • A weapon with "+44 Magic Damage" is the same as using a +44 Pyramid.
  • A pair of gloves with "+44 Magic Atk" is also the same as using a +44 pyramid
  • A pair of gloves (such as T3) that have "+70 Ice Atk" is similar to using a +70 Ice Damage Ring, which would both follow the same behavior of using a "+70 Ice Damage" gem.

See the section above on "Gems" for details on the behavior of each modifier.

Skills

Certain skills can also increase damage. For instance, Curse Mastery, Fire Mastery, etc.. can increase damage. These skills are often based on percentages, and follow the same behavior as using gems.

  • Curse Mastery, a Segnale skill, increases curse damage by 5% (lvl 10). This is just like adding a "+5% Curse Damage" gem into your weapon.
  • Magic Power, a Mage buff, increases Magic Attack by +130 and +5% (lvl 10). This would be similar to adding Pyramids into your weapon, and directly increase your Magical Attack Power

See the section above on "Gems" for details on the behavior of each modifier.

Resistance

See Resistance (Damage) for more information.

Resistance is always calculated after defense. For example - if a monster hits for 2,000 physical damage and a player has 1,000 defense and 5% physical resistance, the final damage is:

2,000 - 1,000 (defense) = 1,000
1,000 * 95% (5% physical resist) = 950 damage

Critical Hits

Each player has a certain percentage to inflict a "critical" hit. Critical Rate can be increased by skills (such as Attack Acceleration or Critical Fire). Critical Rate can also be increased by investing points into any Attributes other than Heal (Strength adds the most to Critical Rate). In addition, certain gems/items can increase critical rate (Critical Bijou).

For instance, if an AK has a 75% critical rate, then 75% of the time the AK will get a critical damage (shown in game as a blue damage number). Critical Damage is simply calculated: It is roughly 1.45 times the damage you would have done without a critical hit. Note that critical hits always use your maximum "Atk/Mag Atk" damage when calculating damage amount and the minimum foe defense.

Note: Critical Damage only applies to the damage type of your attack. For example: If a Hunter uses Slow Arrow and the damage done is 10k Physical Damage + 1k Lightning Damage (assuming the Hunter has lightning gems in the bow), the Critical Damage would equal:
      (10k * 1.45) + 1k = 15,550
not (10k + 1k) * 1.45 = 15,950
This only applies to the "Scenario 3" cases above, and the difference in damage from this mechanic is usually negligible when deciding what gear to choose. It is best to not consider Critical Damage mechanics when choosing your gear. Only AK's under a constant Attack Acceleration buff may consider choosing a Rhombus over an Elemental Gem because of the amount of criticals achieved. Even then, the % attack gems outweigh the + rhombus damage when your base attack climbs high enough.

PK Damage

Damage in PvP and PK scenarios is a little different than standard PvE combat. Basically, the final damage you inflict on another player is scaled down by a certain percent. Upon further investigation of this game mechanic, the following formula was found to be implemented in game.

  Azure Knight Segita Hunter Incar Magician Summoner Segnale Bagi Warrior Aloken
Physical Damage Ratio 40% 40% 40% 55% 38% 40% 47%
Magical Damage Ratio 30% 30% 38% 30% 25% 30% 30%
  • This means that in PvP or PK, a Segnale only inflicts 25% damage with magic attack skills (like Curse Field). A Curse Field that normally hits monsters for 10k will only hit a player for 2,500.
  • NOTE : Defense is calculated before this reduction in damage. Example: if a Slow Arrow attack hits for 10k damage and strikes a player with 4k defense, the resulting damage is 10k - 4k defense = 6k damage. Now 40% of 6k (since we are a Hunter our rate is 40% Physical Damage per above table) is 2,400 Damage. We expect to inflict 2,400 damage in PvP/PK in this scenario.
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