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	<updated>2026-04-08T10:51:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=CommentStreams:Bc6a63684d0ebb7b23dec7a54a161792&amp;diff=35224</id>
		<title>CommentStreams:Bc6a63684d0ebb7b23dec7a54a161792</title>
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		<updated>2024-07-30T01:19:42Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It would be great if someone can test whether a player with a skeleton or zombie skin is classified as Undead, similar to how Warlock Blood Pact counts as a Demon{{DISPLAYTITLE:&lt;br /&gt;
Skeleton/Zombie Cosmetics&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=32137</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=32137"/>
		<updated>2024-07-14T20:40:09Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */ adjust colors, green for damage, blue for reductions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
         + (&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Base Damage&amp;lt;/span&amp;gt; + Buff Weapon Damage) * Combo Multiplier * Impact Zone Multiplier&lt;br /&gt;
         + Gear &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Weapon Damage&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Magical Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
     )&lt;br /&gt;
     * (1 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Power Bonus&amp;lt;/span&amp;gt;)&lt;br /&gt;
     + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Additional Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
   )&lt;br /&gt;
   * (1 + &amp;lt;span style=&amp;quot;color:#0099ff&amp;quot;&amp;gt;Hit Location Bonus&amp;lt;/span&amp;gt;)&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#0099ff&amp;quot;&amp;gt;Damage Reduction&amp;lt;/span&amp;gt; * (1 - &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Penetration&amp;lt;/span&amp;gt;))&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#0099ff&amp;quot;&amp;gt;Projectile Reduction&amp;lt;/span&amp;gt;)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;True Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, Lightning Strike&#039;s 30 Magical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===Buff Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Multiplier and Combo Multiplier. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===Gear Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear (formally &amp;quot;Physical Weapon Damage Add&amp;quot;). This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Multiplier or your Combo Multiplier. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
=== Gear Magical Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
* The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Multiplier=== &lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Multiplier=== &lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]]. Physical Damage Bonus is included (modifies Physical Power stat).&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Additional&amp;quot; Damage === &lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
=== Hit Location Bonus===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Hit Location Multiplier&amp;quot;&amp;gt; Also referred to as Hit Location Multiplier, Limb Modifier, or Headshots &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: +50% (1.5x)&lt;br /&gt;
*Body: +0% (1.0x)&lt;br /&gt;
*Arms: -20% (0.8x)&lt;br /&gt;
*Legs: -40% (0.6x)&lt;br /&gt;
*Feet/Hand: -50% (0.5x)&lt;br /&gt;
&lt;br /&gt;
Area of Effect and Damage over Time sources are not affected by this multiplier.&lt;br /&gt;
&lt;br /&gt;
For on-hit damaging effects there are some exceptions:&lt;br /&gt;
*[[Cleric]]&#039;s Smite does NOT benefit&lt;br /&gt;
*[[Barbarian]]&#039;s Achilles Strike does NOT benefit as it doesn&#039;t hit any part of the body&lt;br /&gt;
*[[Rogue]]&#039;s Poisoned Weapon does NOT benefit as it is a status/debuff&lt;br /&gt;
*[[Warlock]]&#039;s Blow of Corruption does benefit&lt;br /&gt;
*[[Wizard]]&#039;s Ignite and the Ignite&#039;s burn does benefit, even though the burn is a status/debuff&lt;br /&gt;
&lt;br /&gt;
===Headshot Damage Reduction===&lt;br /&gt;
Comes from implicit rolls on equipment like the Hounskull.&lt;br /&gt;
&lt;br /&gt;
This reduces Hit Location Bonus if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Headshot Penetration===&lt;br /&gt;
Applies to Headshot Damage Reduction in the exact same way that Penetration applies to Damage Reduction. For example, 50% Headshot Penetration converts 20% Headshot Damage Reduction into just 10%.&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction ===&lt;br /&gt;
&lt;br /&gt;
* A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on.&lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Modified Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen.&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Projectile Damage Reduction===&lt;br /&gt;
&amp;lt;span id=&amp;quot;Projectile Reduction&amp;quot;&amp;gt;&amp;lt;span&amp;gt; &lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Projectiles, including but not limited to Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff ===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
===True Base Damage===&lt;br /&gt;
Created instances of Base Damage that are True, meaning they are functionally identical to the above mentioned True Damage, except that they create a new damage instance rather than adding to it.&lt;br /&gt;
&lt;br /&gt;
===Absolute Reduction ===&lt;br /&gt;
Reduces the final damage dealt flat after all other modifiers, to a minimum of 1 damage per instance, including each tick of Damage over Times such as [[Rogue]]&#039;s Poisoned Weapon. &lt;br /&gt;
&lt;br /&gt;
Does not affect the Dark Swarm damage nor negative amounts of [[Healing#Percent_Max_Health_Healing|Percent Max Health Healing]].&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]&#039;s Perseverance and [[Golem]] from the Ruin&#039;s map both have Absolute Reduction, though it is still being researched as Cleric has {{:Cleric|Perseverance|PhysicalAbsoluteReduction}} for both physical and magical, while Golem has none for magic but a whopping 300 for Physical. As such, how this stat works on the Golem specifically is still uncertain.&lt;br /&gt;
&lt;br /&gt;
===Race Power Bonus ===&lt;br /&gt;
Still being researched*&lt;br /&gt;
&lt;br /&gt;
Seems to be a final damage multiplier that applies only to a specific Race, such as Undead, separate to Physical/Magical Power Bonus, but only affects Physical damage and not Magical. &lt;br /&gt;
&lt;br /&gt;
===Race Damage Reduction ===&lt;br /&gt;
Still being researched*&lt;br /&gt;
&lt;br /&gt;
Might be a final damage multiplier like Race Power Bonus, but not yet known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage/Healing over Time==&lt;br /&gt;
&lt;br /&gt;
*Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
*Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second.&lt;br /&gt;
&lt;br /&gt;
*The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
*Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal.&lt;br /&gt;
*Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
====Example 1: [[Rogue]]&#039;s Rupture====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example 2: [[Wizard]]&#039;s Zap&#039;s Burn====&lt;br /&gt;
&lt;br /&gt;
*Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
*On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
====Example 3: Potion of Healing====&lt;br /&gt;
&lt;br /&gt;
*See [[Healing#Healing_Potion|Healing example of Potion of Healing]]&lt;br /&gt;
&lt;br /&gt;
== Shapeshift==&lt;br /&gt;
Shapeshifts base damage works slightly different to other damage. Instead of having a base damage that&#039;s increased by Weapon damage, the base damage is some multiple of a primitive attribute, such as Strength for the Bear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The typical base damage section-&amp;lt;br&amp;gt;&lt;br /&gt;
(&lt;br /&gt;
          (Base Damage + &amp;quot;Buff&amp;quot; Weapon Damage) * Combo Multiplier * Impact Zone Multiplier&lt;br /&gt;
        + Gear &amp;quot;+N Weapon Damage&amp;quot;|&amp;quot;N Magical Damage&amp;quot;&lt;br /&gt;
        + Divine Strike Damage&lt;br /&gt;
)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
is replaced by&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(&lt;br /&gt;
          Primitive Stat * Primitive Multiplier&lt;br /&gt;
        + Primitive Add&lt;br /&gt;
        + Divine Strike Damage&lt;br /&gt;
)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note the removal of Gear and Buff weapon damage, as well as Combo and Impact multipliers. Please note that Divine Strike Damage has not been confidently confirmed to work yet with Shapeshift damage.&lt;br /&gt;
&lt;br /&gt;
All following parts of the formula can apply so long as they are applied to the Shapeshift.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Primitive Stat===&lt;br /&gt;
Primitive refers to the 7 core [[Stats]]; Strength, Vigor, Agility, Dexterity, Will, Knowledge, and Resourcefulness.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Druid]]&#039;s Bear scales off of [[Stats#Strength|Strength]], Panther off of [[Stats#Agility|Agility]], Chicken [[Stats#Resourcefulness|Resourcefulness]], and Rat off of none.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primitive Multiplier===&lt;br /&gt;
Primitive Multiplier is a multiplier to the primitive stat. Note, for some Shapeshift attacks this is 100%, meaning they effectively do not have a multiplier.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primitive Add===&lt;br /&gt;
Primitive Add simply adds to the base damage after the Primitive Multiplier. Note, some Shapeshift attacks this is 0, meaning this can be skipped.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example ===&lt;br /&gt;
If a given Shapeshift attack is described to deal &amp;quot;Agility * 2.0 + 5 base Physical Damage&amp;quot;, then its Primitive Multiplier is 2 (200%), and its Primitive Add is 5. With 30 [[Stats#Agility|Agility]] and 10% [[Stats#Physical_Power_Bonus|Physical Power Bonus]], damage dealt would be: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(30 * 2 + 5) * (1 + 0.1) = 71.5&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Health Cost==&lt;br /&gt;
[[Warlock]]&#039;s Health Cost consumes health which essentially damages the player. This damage is completely independent from all other modifiers. As opposed to True Damage, Health Cost can also not be reduced by sources like [[Cleric]]&#039;s Perseverence perk (though was only possible with [[Training|Multiclassing]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rounding ==&lt;br /&gt;
&lt;br /&gt;
*Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up.&lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1.&lt;br /&gt;
*[[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
*[[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
*[[Health#Max Health|Maximum Health]] can be decimal with fractional [[Strength]] and [[Vigor]] scaling, in which case the displayed Maximum Health is rounded down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
*A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notes== &lt;br /&gt;
&lt;br /&gt;
*For statuses that can stack their damaging effect several times over, like [[Rogue]]&#039;s Poisoned Weapon, the stacks multiply the damage dealt at the very end. They do not multiply the base damage. This means that each stack benefits from flat bonuses just the same as the first stack.&lt;br /&gt;
&lt;br /&gt;
*[[Rogue]]&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio ==&lt;br /&gt;
&amp;lt;span id=&amp;quot;Scaling&amp;quot;&amp;gt;Also known as &amp;quot;Scaling&amp;quot; &amp;lt;span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information moved to [[Scaling]].&lt;br /&gt;
&lt;br /&gt;
==Additional vs True==&lt;br /&gt;
=== Difference===&lt;br /&gt;
Using the formula, the difference between Additional Physical/Magical and True Physical/Magical can be summarized as follows:&lt;br /&gt;
&lt;br /&gt;
Additional damage:&lt;br /&gt;
*Scales with [[Damage_Calculation#Hit Location Multiplier|Hit Location Bonus]] which can be both a good and a bad thing&lt;br /&gt;
*Reduced by Damage Reductions&lt;br /&gt;
*Reduced by Projectile Damage Falloff if its a gravity-affected projectile&lt;br /&gt;
*Generally better against enemies with lower damage reduction, and when headshots can be hit easily/consistently.&lt;br /&gt;
&lt;br /&gt;
True damage:&lt;br /&gt;
*Unaffected by [[Damage_Calculation#Hit Location Multiplier|Hit Location Bonus]] which can be both a good and a bad thing&lt;br /&gt;
*Unaffected by Damage Reductions&lt;br /&gt;
*Unaffected by Projectile Damage Falloff&lt;br /&gt;
*Generally better against enemies with higher damage reduction, or when some sources of your damage cannot headshot, or when headshotting is difficult, or when using gravity-affected projectiles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On a particular hit, True damage is always better than Additional damage when it cannot headshot ([[Damage_Calculation#Damage/Healing over Time|Damage over Time]] / Area of Effect).&lt;br /&gt;
&lt;br /&gt;
Additional is substantially better in PvE for physical hits as most [[Monsters]] have negative Physical Damage Reduction, and headshots are very consistent.&lt;br /&gt;
&lt;br /&gt;
Note that neither of these benefit from [[Stats#Physical_Power_Bonus|Physical]]/[[Stats#Magic Power Bonus|Magic Power Bonus]].&lt;br /&gt;
&lt;br /&gt;
===Formula===&lt;br /&gt;
To determine exactly which is better with your specific stats and by how much, use the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - Damage Reduction after Penetration) * (Hit Location Bonus) * (Damage Falloff)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For non-gravity affected projectiles, Damage Falloff can be left out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If the resulting number is greater than 1, Add is better.&lt;br /&gt;
&lt;br /&gt;
If the resulting number is less than 1, True is better.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
====Example 1====&lt;br /&gt;
Scenario: Headshot against slightly above average damage reduction&lt;br /&gt;
&lt;br /&gt;
For example, against an enemy with 33.33% Damage Reduction (after Penetration) with a headshot (1.5x Hit Location Bonus) (not projectile):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - .3333) * 1.5 = 1x&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this scenario, True gives exactly the same amount of damage as Additional.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Example 2 ====&lt;br /&gt;
Scenario: Low damage reduction with a Damage over Time&lt;br /&gt;
&lt;br /&gt;
Against an enemy with 20% Damage Reduction when using a Damage over Time (1x Hit Location Bonus) (not projectile):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - .2) * 1 = 0.8x&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this scenario, Additional gives 80% of the damage that True gives. In other words, Additional gives 20% less damage than True does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Example 3 ====&lt;br /&gt;
Scenario: No damage reduction, hitting limb&lt;br /&gt;
&lt;br /&gt;
Against an enemy with 0% Damage Reduction and the damage hits a Hand (0.5x Hit Location Multiplier) (not projectile):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - 0) * 0.5 = 0.5x&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this scenario, Additional gives 50% of the damage that True gives. In other words, Additional gives 50% less damage than True does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Example 4====&lt;br /&gt;
Scenario: PvE with a headshot&lt;br /&gt;
&lt;br /&gt;
Against an enemy with -22% Damage Reduction and the damage hits the head (1.5x Hit Location Bonus) (not projectile):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - -.22) * 1.5 = 1.83x&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this scenario, Additional gives 183% of the damage that True gives. In other words, Additional gives 83% more damage than True does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Example 5====&lt;br /&gt;
Scenario: Gravity-affected Projectile&lt;br /&gt;
&lt;br /&gt;
Against an enemy with 10% Damage Reduction and an *arrow* hits their arm (0.5x Hit Location Bonus) after being in the air for half a second with a [[Recurve Bow]] (0.7x Damage Falloff)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - .1) * 0.5 * 0.7 = 0.315x&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this scenario, Additional gives 31.5% of the damage that True gives. In other words, Additional gives 68.5% less damage than True does.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Example 6====&lt;br /&gt;
Scenario: Realistic PvP&lt;br /&gt;
&lt;br /&gt;
Lastly, for a more realistic example, you can guess what your average Hit Location Bonus is. If you never hit the head, and sometimes you hit limbs/arms/feet, your average may be 0.9x.&lt;br /&gt;
&lt;br /&gt;
Against an enemy with 20% Damage Reduction:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;width:fit-content;&amp;quot;&amp;gt;(1 - .2) * 0.9 = 0.72x&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this scenario, Additional gives 72% of the damage that True gives. In other words, Additional gives 28% less damage than True does.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*[[Rogue]]&#039;s Rupture, although Physical damage, does not get increased by the Ambush perk if any Combo Multiplier is present (meaning not 1x). This may have to do with a change to Ambush during the Multiclassing period that made Ambush only buff physical weapon-hits.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;br /&gt;
&lt;br /&gt;
Note that Hit Location Bonus is outdated in this video.&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Healing&amp;diff=24031</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Healing&amp;diff=24031"/>
		<updated>2024-04-22T20:57:23Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* True Magical Healing */ convert instances of division to multiplicative scalars, clean up formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=True Healing=&lt;br /&gt;
&lt;br /&gt;
==True Magical Healing==&lt;br /&gt;
Magical Healing is utilized by [[Cleric]]&#039;s heal spells and [[Warlock]]&#039;s Torture Mastery as well as [[Healing_Potion|Healing Potions]] and [[Troll&#039;s Blood]], [[Healing Shrine]]s, but not Warlock&#039;s Life Drain. &lt;br /&gt;
&lt;br /&gt;
All Magical Healings benefit from both +Magical Healing and Magical Power Bonus [[Enchantments|enchantments]], but at varying [[Damage Calculation#Attribute Bonus Ratio|Scaling]]. [[Cleric]]’s Advanced Healer perk is counted as +Magical Healing and is affected by scaling. [[Warlock]]’s Vampirism perk grants 1.2x Healing which factors after all other bonuses and is not affected by scaling. The +Magical Healing enchantment specifically affects your own healing, not heals received from others. Stacking +Magical Healing on the healing recipient will not cause them to receive more healing. The caster must be the one wearing +Magical Healing in order to benefit.&lt;br /&gt;
&lt;br /&gt;
Note that Sanctuary is not a Heal over time but rather a Channel, therefore it scales per second channeled.&lt;br /&gt;
Torture Mastery is also not a Heal over time, and simply heals and scales per second that the target receives damage from Curse of Pain / Power of Sacrifice.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian]]&#039;s Potion Chugger perk alters Healing Potions to heal for 20% more health in a 20% shorter duration.&lt;br /&gt;
&lt;br /&gt;
[[Damage_Calculation#Attribute_Bonus_Ratio|Scaling]] info:&lt;br /&gt;
*Lesser Heal = 100% per cast&lt;br /&gt;
*Holy Light = 100% per cast&lt;br /&gt;
*Sanctuary = 50% per second channeled (250% total)&lt;br /&gt;
*Torture Mastery = 10% per second&lt;br /&gt;
*Healing Potions = 50% per drink&lt;br /&gt;
*Troll&#039;s Blood = 50% per drink&lt;br /&gt;
*Healing Shrine = 100% once&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
Vampirism and Potion Chugger are both multiplicative buckets of 1.2&lt;br /&gt;
&lt;br /&gt;
For instant heals (this also includes Cleric&#039;s Sanctuary and Warlock&#039;s Torture Mastery) with Vampirism&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (Base Heal + Magical Healing * Scaling) * (1 + Magic Power Bonus * Scaling) * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For [[Damage Calculation#Damage/Healing over Time|Heal over Times]] (Healing Potions / Troll&#039;s Blood):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (Base Heal + Magical Healing * Scaling) * (1 + Magic Power Bonus * Scaling) * 1.2 * floor(Duration Base * (1 + Buff Duration)) / Duration Base&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Vampirism with Potion Chugger (multi-classing)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (Base Heal + Magical Healing * Scaling) * (1 + Magic Power Bonus * Scaling) * 1.2 * floor(Duration Base * 0.5 * (1 + Buff Duration)) / (Duration Base * 0.5) * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
====Torture Mastery====&lt;br /&gt;
Torture Mastery (2 base) with +5 Magical Healing, 30% Magical Power Bonus, and the Vampirism perk will heal for &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Heal per second = (2 + 5 * 0.1)(1 + 0.1 * 0.3) * 1.2 = 3.09 HP per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Healing Potion====&lt;br /&gt;
For example with a Common Healing Potion, +4 Magical Healing, +6% Buff Duration, 0% Magical Power Bonus, at a base of 15 health over 30 seconds with Vampirism:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (15 + 4 * 0.5) * floor(30 * 1.06) / 30 * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 17 * 31 / 30 * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 17.56 * 1.2 health over 31s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this does in fact heal 21.08 health and not 21 nor 22 as there is decimal HP, although the health display in game always [[Damage Calculation#Rounding|rounds]] up. See [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]]  for more. Also note that the duration actually lasts 31.8s, but only 31s of healing occurs.&lt;br /&gt;
&lt;br /&gt;
====Potion Chugger====&lt;br /&gt;
Using the same example but now with Potion Chugger:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (15 + 4 * 0.5) * floor(30 * 0.5 * 1.06) / (30 * 0.5) * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 17 * 15 / 15 * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 20.4 health over 15s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the duration actually lasts 15.9s, but only 15s of healing occurs.&lt;br /&gt;
&lt;br /&gt;
==True Physical Healing==&lt;br /&gt;
True Physical Healing is utilized by [[Campfire Kit|Campfire Kits]], [[Bard]]&#039;s Jolly Time, [[Ranger]]&#039;s Field Ration, and [[Surgical Kit]]s&lt;br /&gt;
&lt;br /&gt;
All True Physical Healing scales with the +Physical Healing [[Enchantments|enchantment]] but not with Physical Power Bonus.&lt;br /&gt;
&lt;br /&gt;
Since [[Campfire Kit|Campfire Kits]] are not a Buff, they receive 100% scaling on +Physical Healing per second. &lt;br /&gt;
&lt;br /&gt;
[[Damage_Calculation#Attribute_Bonus_Ratio|Scaling]] info:&lt;br /&gt;
*Campfire Kits = 100% per second&lt;br /&gt;
*Bard&#039;s Jolly Time = 100% per ale&lt;br /&gt;
*Ranger&#039;s Field Ration = 100% per ration&lt;br /&gt;
*Surgical Kit = 0% scaling&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
&amp;lt;code&amp;gt;Heal per instance = (Base Heal + Physical Healing * Scaling)&amp;lt;/code&amp;gt;&lt;br /&gt;
For Campfire Kits, multiply by the duration which is unaffected by Buff Duration to get the total healing.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
====Campfire====&lt;br /&gt;
Using a Common Campfire with +1 Physical Healing will heal (3+1) HP per second for 21 seconds, unaffected by the Buff Duration stat, totaling to 84 health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Healing==&lt;br /&gt;
&lt;br /&gt;
=== Life Drain ===&lt;br /&gt;
[[Warlock]]&#039;s Life Drain ability heals the player equal to the damage dealt in a lifesteal fashion. Magical Healing does not affect this, it is only affected by the damage, which has 50% [[Damage Calculation#Attribute Bonus Ratio|Scaling]], as well as the Vampirism perk.&lt;br /&gt;
&lt;br /&gt;
=Recoverable HP=&lt;br /&gt;
&lt;br /&gt;
[[File:Recoverable_Health.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoverable Health&#039;&#039;&#039; is left behind when the player takes damage, and is represented by a transparent portion of the player&#039;s health bar. Most sources of damage will leave behind 65% of their damage as Recoverable Health. As the name suggests, this health can be recovered by various means. All sources of Recoverable healing have 0% [[Attribute Bonus Ratio|Scaling]]&lt;br /&gt;
&lt;br /&gt;
Damage/Heal sources have different Conversion Rates that will add a percentage of the incoming amount as recoverable health.&lt;br /&gt;
*Player/Monster Damage: 65%&lt;br /&gt;
*Damage over Times: 65%&lt;br /&gt;
*Death Swarm: 100%&lt;br /&gt;
*[[Warlock]]&#039;s Spell&#039;s Health cost: 100%&lt;br /&gt;
*[[Bandage|Bandages]] -100%&lt;br /&gt;
*Resting -100%&lt;br /&gt;
*[[Bard]]&#039;s Tranquility -100%&lt;br /&gt;
&lt;br /&gt;
Recoverable Health cannot prevent death on its own, but it can be converted to True Health using Bandages, Resting, and Tranquility.&lt;br /&gt;
Recoverable Health is tracked separately from normal HP, and can &amp;quot;overflow&amp;quot; above the player&#039;s maximum HP. This means that if the player only heals with conventional healing methods, they can &amp;quot;store&amp;quot; some amount of Recoverable Health over the course of a single life.&lt;br /&gt;
&lt;br /&gt;
The Recoverable health pool is increased by a portion of the health change. However, if your recoverable health pool exceeds your missing health afterwards, it instead sets your recoverable health pool equal to your missing health. Note that the recoverable health pool is only updated when you receive damage or use a Bandage/Rest/Tranquility, and not when you are True Healed, Percent Max Health Healed, nor given Temporary Max Health. This can be expressed as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;New Recoverable HP Pool = min(Old Recoverable Pool + Conversion Rate * Damage or Heal Amount, New Missing Health)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resting==&lt;br /&gt;
When Resting, the player will heal 1 Recoverable Health every two seconds at 0% [[Damage Calculation#Attribute Bonus Ratio|Scaling]]. &#039;&#039;(This is not 0.5/s, it is specifically 1 every 2 seconds.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As of Hotfix 25, standing up from resting no longer removes your remaining recoverable health, so you can stand up without a worry and continue your resting at a more opportune time.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Entering Inferno will set Recoverable HP to 50% (needs further testing) of missing health. &lt;br /&gt;
*Dying will remove all Recoverable HP if later revived.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
1. Starting at 80/100 HP with 15 Recoverable HP, Bandaging for 10 will heal you to 90/100 HP, and your recoverable HP will be set to&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(15 + -1*10, (100-90)) = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100, you will retain the same 15 recoverable HP. Later, you are damaged for 40 by a monster, down to 60/100 health with a recoverable HP pool of &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(15 + .65*40, (100-60)) = 40&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100 with 15 recoverable, and finally being damaged for 70 by a monster. Your new HP is 30/100, with new recoverable HP pool of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(15 + .65*70, (100-30)) = 60.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. Starting at 100/100 with 50 Recoverable, then bandaging for 10 will set your recoverable HP to&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(50 + -1*10, (100-100)) = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Percent Max Health Healing=&lt;br /&gt;
Percent Max Health Healing will heal a percentage of your current maximum health, and never scales with Physical/Magical Healing nor Magical Power Bonus. The current sources of this are [[Barbarian]]&#039;s Morale Boost &amp;amp; Blood Exchange, [[Fighter]]&#039;s Victory Strike &amp;amp; Second Wind. Second Wind, however, is in the form of a heal over time, therefore you can receive more healing with longer buff durations. Sources with negative values, like [[Warlock]]&#039;s Blood Pact, act the same but simply deal damage instead of healing.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Using Second Wind&#039;s 40% Percent Max Health [[Damage Calculation#Damage/Healing over Time|Damage/Healing Over a Time]] of 12s with 10% Buff Duration on a Fighter with 100 Max Health:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = 12 * (1 + .1) = 13.2 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Heal = .4*100 / 12 * floor(13.2) = 43.33 health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Heal Reduction=&lt;br /&gt;
[[Warlock]]&#039;s Blow of Corruption and [[Wizard]]&#039;s Fire Mastery reduces &#039;&#039;[[Healing#Outgoing vs Incoming|incoming]]&#039;&#039; Physical/Magical healing by 70% and 50% respectively, and Percentage Healing, but not Recoverable healing. If both debuffs are applied, the Heal Reduction value will not be overwritten, but the duration will be overwritten, even if the duration of the second status is shorter.&lt;br /&gt;
&lt;br /&gt;
Goblin Mage&#039;s homing orbs and Famine, the [[Uniques#Axes-0|Unique axe]] reduces all types of Healing, also including Recoverable healing, by 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heal reduction seems to currently be bugged and is not reducing by the amount listed, sometimes more, sometimes less - more testing in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heal Reduction applies after all bonuses are applied to Healing, including +Magical Healing or +Physical Healing [[Enchantments]]&lt;br /&gt;
&lt;br /&gt;
==Outgoing vs Incoming==&lt;br /&gt;
All healing sources are applied from an outgoing source, and when the target receives them, they are the incoming target. For example, if a [[Cleric]] heals a [[Warlock]], the Cleric is the outgoing source, and the Warlock is the incoming target. &lt;br /&gt;
If a [[Warlock]] heals themselves, they are both the outgoing source and the incoming target. Each heal bonus or heal reduction may be applied to either Outgoing or Incoming. For example, [[Cleric]]&#039;s Advanced Healer and +[[Enchantments#Magical Healing|Magical Healing]] enchantment buff specifically outgoing healing. &lt;br /&gt;
If that Cleric heals another player or themselves it will be buffed by both, since the Cleric is the outgoing source. If the incoming target has the +Magical Healing enchantment, however, they will not receive bonus healing. &lt;br /&gt;
&lt;br /&gt;
Note that since all heals will be either Outgoing or Incoming, all bonuses/reductions will affect a player that is healing themselves as they are both the Outgoing and Incoming target. However, this is before Scaling is taken into account, some heals have 0% [[Damage_Calculation#Attribute Bonus Ratio|Scaling]] in which case it does not matter regardless.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
* Patch #2 Hotfix 27&lt;br /&gt;
** Surgical Kit is now True Physical Healing instead of Percent Max Healing, and is therefore affected by Heal Reduction&lt;br /&gt;
&lt;br /&gt;
* Patch #2 &lt;br /&gt;
** Healing potions and Troll&#039;s blood are Magical now instead of Physical&lt;br /&gt;
** Blow of Corruption and Fire mastery now affect incoming healing instead of outgoing, and also affect Percentage healing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
[[File:healing.png|700px]]&lt;br /&gt;
&lt;br /&gt;
=Video Guide=&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=XuSD_Pje3cY|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19994</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19994"/>
		<updated>2024-02-21T09:35:13Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */ remove quotes from power bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
         + (&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Base Damage&amp;lt;/span&amp;gt; + &amp;quot;Buff&amp;quot; Weapon Damage) * Combo Bonus * Impact Zone Bonus&lt;br /&gt;
         + Gear &amp;quot;&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;+N Weapon Damage&amp;lt;/span&amp;gt;&amp;quot;|&amp;quot;&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;N Magical Damage&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
     )&lt;br /&gt;
     * (1 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Power Bonus&amp;lt;/span&amp;gt;)&lt;br /&gt;
     + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;&amp;quot;Additional&amp;quot; Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
   )&lt;br /&gt;
   * (Hit Location Multiplier)&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#0099ff&amp;quot;&amp;gt;Damage Reduction&amp;lt;/span&amp;gt; * (1 - &amp;lt;span style=&amp;quot;color:#ff8800&amp;quot;&amp;gt;Penetration&amp;lt;/span&amp;gt;))&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#6666ff&amp;quot;&amp;gt;Projectile Reduction&amp;lt;/span&amp;gt;)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;True Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, Lightning Strike&#039;s 30 Magical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===Gear &amp;quot;+N Weapon Damage&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear (formally &amp;quot;Physical Weapon Damage Add&amp;quot;). This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Gear &amp;quot;N Magical Damage&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]]. Physical Damage Bonus is included (modifies Physical Power stat).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Additional&amp;quot; Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on.&lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Projectiles, including but not limited to Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19993</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19993"/>
		<updated>2024-02-21T07:42:52Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */ cleanup, use colors and quotes around the key words&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
         + (&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Base Damage&amp;lt;/span&amp;gt; + &amp;quot;Buff&amp;quot; Weapon Damage) * Combo Bonus * Impact Zone Bonus&lt;br /&gt;
         + Gear &amp;quot;&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;+N Weapon Damage&amp;lt;/span&amp;gt;&amp;quot;|&amp;quot;&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;N Magical Damage&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
     )&lt;br /&gt;
     * (1 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Power &amp;quot;Bonus&amp;quot;&amp;lt;/span&amp;gt;)&lt;br /&gt;
     + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;&amp;quot;Additional&amp;quot; Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
   )&lt;br /&gt;
   * (Hit Location Multiplier)&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#0099ff&amp;quot;&amp;gt;Damage Reduction&amp;lt;/span&amp;gt; * (1 - &amp;lt;span style=&amp;quot;color:#ff8800&amp;quot;&amp;gt;Penetration&amp;lt;/span&amp;gt;))&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#6666ff&amp;quot;&amp;gt;Projectile Reduction&amp;lt;/span&amp;gt;)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;True Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, Lightning Strike&#039;s 30 Magical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===Gear &amp;quot;+N Weapon Damage&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear (formally &amp;quot;Physical Weapon Damage Add&amp;quot;). This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Gear &amp;quot;N Magical Damage&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]]. Physical Damage Bonus is included (modifies Physical Power stat).&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Additional&amp;quot; Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on.&lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Projectiles, including but not limited to Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19992</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19992"/>
		<updated>2024-02-21T07:39:49Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
         + (&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Base Damage&amp;lt;/span&amp;gt; + &amp;quot;Buff&amp;quot; Weapon Damage) * Combo Bonus * Impact Zone Bonus&lt;br /&gt;
         + Gear &amp;quot;&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;+N Weapon Damage&amp;lt;/span&amp;gt;&amp;quot;|&amp;quot;&amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;N Magical Damage&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
     )&lt;br /&gt;
     * (1 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Power &amp;quot;Bonus&amp;quot;&amp;lt;/span&amp;gt;)&lt;br /&gt;
     + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;Additional Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
   )&lt;br /&gt;
   * (Hit Location Multiplier)&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#0099ff&amp;quot;&amp;gt;Damage Reduction&amp;lt;/span&amp;gt; * (1 - &amp;lt;span style=&amp;quot;color:#ff8800&amp;quot;&amp;gt;Penetration&amp;lt;/span&amp;gt;))&lt;br /&gt;
   * (1 - &amp;lt;span style=&amp;quot;color:#6666ff&amp;quot;&amp;gt;Projectile Reduction&amp;lt;/span&amp;gt;)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + &amp;lt;span style=&amp;quot;color:#66ff33&amp;quot;&amp;gt;True Damage&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, Lightning Strike&#039;s 30 Magical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===Gear &amp;quot;+N Weapon Damage&amp;quot; (Physical Weapon Damage Add)===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear. This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Gear &amp;quot;N Magical Damage&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]]. Physical Damage Bonus is included (modifies Physical Power stat).&lt;br /&gt;
&lt;br /&gt;
===Additional Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on.&lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Projectiles, including but not limited to Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19846</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19846"/>
		<updated>2024-02-18T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */ remove extra parenthesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
       (&lt;br /&gt;
         + (Base Weapon|Magical Damage + &amp;quot;Buff&amp;quot; Weapon Damage)&lt;br /&gt;
           * Combo Bonus&lt;br /&gt;
           * Impact Zone Bonus&lt;br /&gt;
         + &amp;quot;Gear&amp;quot; Weapon Damage|Magical Damage&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
       )&lt;br /&gt;
       * (1 + Power Bonus)&lt;br /&gt;
     )&lt;br /&gt;
     + Additional Damage&lt;br /&gt;
   )&lt;br /&gt;
   * (Hit Location Multiplier)&lt;br /&gt;
   * (1 - Damage Reduction * (1 - Penetration))&lt;br /&gt;
   * (1 - Projectile Reduction)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + True Damage&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Gear&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear. This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Magical Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Additional Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on. Note that currently there is a bug where Magical Damage Reduction is additively 10% lower than expected. &lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19843</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19843"/>
		<updated>2024-02-18T22:07:31Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
       (&lt;br /&gt;
         + (Base Weapon|Magical Damage + &amp;quot;Buff&amp;quot; Weapon Damage)&lt;br /&gt;
           * Combo Bonus&lt;br /&gt;
           * Impact Zone Bonus&lt;br /&gt;
         + &amp;quot;Gear&amp;quot; Weapon Damage|Magical Damage&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
       )&lt;br /&gt;
       * (1 + Power Bonus)&lt;br /&gt;
     )&lt;br /&gt;
     + Additional Damage&lt;br /&gt;
   )&lt;br /&gt;
   * (Hit Location Multiplier)&lt;br /&gt;
   * (1 - (Damage Reduction * (1 - Penetration)))&lt;br /&gt;
   * (1 - Projectile Reduction)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + True Damage&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Gear&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear. This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Magical Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Additional Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on. Note that currently there is a bug where Magical Damage Reduction is additively 10% lower than expected. &lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19842</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19842"/>
		<updated>2024-02-18T22:02:23Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */ use code block, not inline code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
 (&lt;br /&gt;
   (&lt;br /&gt;
     (&lt;br /&gt;
       (&lt;br /&gt;
         + (Base Weapon|Magical Damage + &amp;quot;Buff&amp;quot; Weapon Damage) * Combo Bonus * Impact Zone Bonus&lt;br /&gt;
         + &amp;quot;Gear&amp;quot; Weapon Damage|Magical Damage&lt;br /&gt;
         + Divine Strike Damage&lt;br /&gt;
       )&lt;br /&gt;
       * (1 + Power Bonus)&lt;br /&gt;
     )&lt;br /&gt;
     + Additional Damage&lt;br /&gt;
   )&lt;br /&gt;
   * (Hit Location Multiplier) * (1 - (Damage Reduction * (1 - Penetration))) * (1 - Projectile Reduction)&lt;br /&gt;
 )&lt;br /&gt;
 * Projectile Falloff&lt;br /&gt;
 + True Damage&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Gear&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear. This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Magical Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Additional Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on. Note that currently there is a bug where Magical Damage Reduction is additively 10% lower than expected. &lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19841</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Damage&amp;diff=19841"/>
		<updated>2024-02-18T22:00:57Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Damage Formula */ expand calculation formatting for easier visualization of the line items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
==Damage Formula==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;  (&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;    (&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      (&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;        + (Base Weapon|Magical Damage + &amp;quot;Buff&amp;quot; Weapon Damage) * Combo Bonus * Impact Zone Bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;        + &amp;quot;Gear&amp;quot; Weapon Damage|Magical Damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;        + Divine Strike Damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      )&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;      * (1 + Power Bonus)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;    )&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;    + Additional Damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;  )&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;  * (Hit Location Multiplier) * (1 - (Damage Reduction * (1 - Penetration))) * (1 - Projectile Reduction)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;* Projectile Falloff&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;+ True Damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Base Damage===&lt;br /&gt;
&lt;br /&gt;
*The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger&#039;s {{Weapon Data|Rondel Dagger|stats|physical weapon damage 0}} Weapon Damage, Rupture&#039;s 20 Physical Damage, or Judgement&#039;s 25 Magical Damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Buff&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added from the perks Slayer, War Song, and Rapier Mastery. This stat is multiplied by Impact Zone Bonus and Combo Bonus. It essentially acts like a modification to your weapon&#039;s base damage.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Gear&amp;quot; Weapon Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;+ Weapon Damage&amp;quot; affix on gear. This stat benefits from Power Bonus. This stat will only apply to direct attacks from weaponry, and will not apply to skills such as Rupture, Caltrops, Achilles Strike, and so on. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is different from &amp;quot;Buff&amp;quot; Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Divine Strike Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the Cleric buff &amp;quot;Divine Strike&amp;quot;. This stat benefits from Power Bonus. Unlike Weapon Damage, this stat &#039;&#039;&#039;will&#039;&#039;&#039; apply to both weapon attacks, and indirect sources of Physical Damage, such as Rupture, Caltrops, and Achilles Strike. This is a Physical stat, and so will not add to sources of Magical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Magical Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;Magical Damage&amp;quot; stat on the Magic Staff, Spellbook, and Crystal Ball. This damage benefits from Power Bonus. This damage will apply to all sources of Magical Damage, and will do so multiple times per spell, if the spell has multiple damage sources. Examples include each hit of Magic Missile, or Zap&#039;s direct hit and DoT portions. This is a Magical stat, and so will not add to sources of Physical Damage. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Impact Zone Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the &amp;quot;sour spots&amp;quot; of certain weapons. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Combo Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier enforced when hitting with the latter hits of certain weapons&#039; combos. See [[Weapons|Weapons]] for each weapon&#039;s exact multipliers.&lt;br /&gt;
&lt;br /&gt;
===Power Bonus===&lt;br /&gt;
&lt;br /&gt;
*A multiplier that affects all damage types listed so far. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Physical Power Bonus will not apply to Zap, for example). This value can be positive or negative, and is influenced by gear or by the player&#039;s [[Stats|Attributes]]. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Additional Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by specific Perks or by the &amp;quot;Additional Physical/Magical Damage&amp;quot; affix on gear. This can be of the Physical or Magical variety, and each will only apply to its respective damage type (Additional Physical Damage will not apply to Zap, for example). This stat does not benefit from Power Bonus. This stat will apply to any instance of its respective type of damage, and will do so multiple times per skill if applicable. Examples include Achilles Strike&#039;s individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
===Hit Location Multiplier===&lt;br /&gt;
&lt;br /&gt;
A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:&lt;br /&gt;
*Head: 150%&lt;br /&gt;
*Body: 100%&lt;br /&gt;
*Arms: 80%&lt;br /&gt;
*Legs: 60%&lt;br /&gt;
*Feet/Hand: 50%&lt;br /&gt;
This applies to all weapons, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, Fireball (Direct Hit Only), Ignite (Base AND DoT), Blow of Corruption, and Bolt of Darkness. This does not apply to Physical skills, such as Achilles Strike.&lt;br /&gt;
&lt;br /&gt;
The headshot reduction stat reduces this additively if the target hitbox is a head, while Ranger&#039;s Sharpshooter increases it.&lt;br /&gt;
For example, targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in&lt;br /&gt;
&amp;lt;code&amp;gt;1.5 + .1 - .2 = 1.4x headshot multiplier&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier based on the opponent&#039;s Damage Reduction stat. Physical Damage Reduction applies to Physical Damage sources, such as weapon hits, Rupture, Achilles Strike, and so on. Magical Damage Reduction applies to Magical Damage sources, such as Zap, Explosive Bottles, Poison Weapon, and so on. Note that currently there is a bug where Magical Damage Reduction is additively 10% lower than expected. &lt;br /&gt;
&lt;br /&gt;
===Penetration===&lt;br /&gt;
&lt;br /&gt;
*A modifier for Damage Reduction that can be acquired from certain weapons, or from the &amp;quot;Armor Penetration&amp;quot; or &amp;quot;Magical Penetration&amp;quot; affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.&lt;br /&gt;
&amp;lt;code&amp;gt;% Damage Reduced = &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This then multiplies the damage an enemy takes with this new reduction by (1 - Target&#039;s Damage Reduction)&lt;br /&gt;
Or, combined&lt;br /&gt;
&amp;lt;code&amp;gt;Damage Multiplier = 1 - &#039;&#039;Target&#039;s Damage Reduction&#039;&#039; * (1 - &#039;&#039;Attacker&#039;s Pen&#039;&#039;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This modifier cannot bring Damage Reduction below 0% meaning there is no functional benefit to exceeding 100% Penetration&lt;br /&gt;
*This modifier also does nothing if the target&#039;s Damage Reduction % is 0% or less.&lt;br /&gt;
*Using these limitations, the above formula can be expanded to the following: (note that for brevity, Damage Reduction is written as DR and Penetration is written as Pen. &lt;br /&gt;
&amp;lt;code&amp;gt;max((1-DR*(1-min(Pen,1))),1-DR)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Projectile Reduction===&lt;br /&gt;
&lt;br /&gt;
*A defensive multiplier that can be acquired from Plate Armor, or the Projectile Resistance Perk for Fighter. This influences damage done by Arrows, Bolts, Throwables, and selectively applies to some Magical Damage sources and not to others. Sources that are influenced include: Ice Bolt, Magic Missile, and Fireball (Direct Hit).&lt;br /&gt;
&lt;br /&gt;
===Projectile Falloff===&lt;br /&gt;
&lt;br /&gt;
*Damage multiplier to gravity affected projectiles, currently including arrows shot by [[Recurve Bow]], [[Survival Bow]], [[Longbow]], [[Hand Crossbow]], [[Crossbow]], [[Windlass Crossbow]] as well as throwables, like [[Drum]]&#039;s, [[Throwing Knife]], [[Francisca Axe]], but not [[Torch]]es. The multiplier depends on the air time of the projectile, is different for each source, and can be found in the mentioned pages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===True Damage===&lt;br /&gt;
&lt;br /&gt;
*The damage added by the &amp;quot;True Physical Damage&amp;quot; or &amp;quot;True Magical Damage&amp;quot; affixes on gear. Each will only apply to its respective damage type (True Magical Damage will not apply to an Arming Sword, for example). This damage is mostly unaffected by any other multipliers, and is added at the end of all calculations. This stat is influenced by [[Damage_Calculation#Attribute_Bonus_Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
*Cleric&#039;s Perseverance Perk is effectively &amp;quot;negative True Damage&amp;quot;, however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue&#039;s Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.&lt;br /&gt;
&lt;br /&gt;
== Damage/Healing over Time ==&lt;br /&gt;
&lt;br /&gt;
* Rather than calculating the value per hit, they calculate the total damage/healing, and then divide by the number of damaging/healing ticks, which is usually the same as the number of seconds.&lt;br /&gt;
&lt;br /&gt;
* Additionally, nearly all Damage over times have 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]] rather than 100%, making damage increases only half as effective&lt;br /&gt;
* Example: Rogue&#039;s Rupture skill does 20 physical damage over 5 seconds, or 4 damage a second. If they attain +5 additional physical damage this becomes 22.5 damage over 5 seconds, or 4.5 a second. &lt;br /&gt;
&lt;br /&gt;
* The number of damaging ticks is affected by the receiving player&#039;s [[Stats#Buff Duration|Buff/Debuff Duration]], and is rounded down to the nearest integer. This strictly affects how long the DoT lasts, and not the damage per tick of the DoT&lt;br /&gt;
* Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are &#039;&#039;&#039;not&#039;&#039;&#039; Damage/Heal over times, rather, bonuses apply per-hit to these like normal. &lt;br /&gt;
* Sources like Locusts&#039; Swarm and Explosive lanterns fire only deal damage while inside the area and are also &#039;&#039;&#039;not&#039;&#039;&#039; damage over times&lt;br /&gt;
&lt;br /&gt;
=== Formulas ===&lt;br /&gt;
&#039;&#039;Note, &amp;quot;Value&amp;quot; refers to either Damage or Healing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base # of Ticks = Base duration/Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = Base # of Ticks * (1 + Debuff Duration%)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total ticks = floor(Total duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value/Base Ticks * Total ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per interval = Total value / Base Ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Value per interval / Interval length&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = Base Duration * (1 + Debuff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Value = Base Value / Base Duration * floor(Total Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Value per second = Total Value / Base Duration&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Example 1: [[Rogue]]&#039;s Rupture ====&lt;br /&gt;
&lt;br /&gt;
* Rogue&#039;s Rupture which normally does 20 damage, with -17% Physical Power Bonus% and +10 additional physical damage will instead deal 23.3 damage due to having a 50% [[Damage Calculation#Attribute Bonus Ratio|Attribute Bonus Ratio]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5 = 23.3&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Rupture lasts 5s and deals damage in 1s intervals, so against a Bard with 25% longer Debuff duration, it will instead deal 27.96 damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Base ticks = 5/1  = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total duration = 5 * (1 + .25) = 6.25s &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Damage = 23.3/5 * floor(6.25) = 27.96 damage&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Damage per second = 27.96/5 = 5.592 damage per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Example 2: [[Wizard]]&#039;s Zap&#039;s Burn ====&lt;br /&gt;
&lt;br /&gt;
* Zap&#039;s Burn deals damage with a 1s interval and lasts only 1s total, meaning any negative debuff duration, even -1%, will make it have 0 ticks and deal 0 damage due to rounding.&lt;br /&gt;
* On the contrary, it would require at least 100% debuff duration% on the target to get an extra tick from Zap.&lt;br /&gt;
&lt;br /&gt;
==== Example 3: Healing Potion ====&lt;br /&gt;
&lt;br /&gt;
* See Healing#Healing_Potion&lt;br /&gt;
&lt;br /&gt;
== Rounding ==&lt;br /&gt;
&lt;br /&gt;
* Damage/Health: All sources of damage/healing can do decimal amounts, and therefore you can have decimal health. Damage text that is displayed when you hit a dummy is always rounded down. Health on players&#039; details page is always rounded up. &lt;br /&gt;
* Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard&#039;s Sage and Warlock&#039;s Malice can give decimal knowledge/will, although their displays round up to an integer. Expect all decimal stats to have a margin of error of +/- .1, and integer stats to have a margin of error of +/- 1. &lt;br /&gt;
* [[Stats#Memory Capacity|Memory Capacity]] is both rounded up to the nearest integer in the details page and in reality. +1% Memory Capacity will always equate to at least +1 Memory Capacity&lt;br /&gt;
* [[Stats#Buff Duration|Buffs/Debuffs]]: Durations are &#039;&#039;&#039;not&#039;&#039;&#039; rounded and last their exact amount. However, durations that perform an action in intervals, like [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]], &#039;&#039;&#039;are&#039;&#039;&#039; rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, increases must be greater than its interval length, which is usually 1 second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Ticks = floor(Base Duration * (1 + Bonus Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 19% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .19)) = 5 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with 20% bonus duration, however, will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + .2)) = 6 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A 5s buff with -1% bonus duration will have&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;floor(5 seconds * (1 + -.01)) = 4 ticks&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
&lt;br /&gt;
*Rogue&#039;s Weakpoint Attack&#039;s debuff multiplies the victim&#039;s Armor Rating directly. Because Armor Rating to Damage Reduction follows a variable curve, it is very difficult to predict how much this will influence damage.&lt;br /&gt;
&lt;br /&gt;
==Attribute Bonus Ratio==&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Attribute Bonus Ratio&amp;quot; is a hidden modifier present on a variety of spells, items, and skills. It will modify any sources of personal bonus damage/healing/shields/whatever else, based on its multiplier. &lt;br /&gt;
&lt;br /&gt;
===What does this include?===&lt;br /&gt;
*Power Bonus (Magical and Physical)&lt;br /&gt;
*Magical Damage (From Spellbooks, Staves, and Crystal Balls)&lt;br /&gt;
*Divine Strike&#039;s special Physical Damage buff&lt;br /&gt;
*Additional Damage (Magical and Physical)&lt;br /&gt;
*True Damage (Magical and Physical)&lt;br /&gt;
*Weapon Damage &#039;&#039;(There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)&#039;&#039;&lt;br /&gt;
*+Magical/Physical Healing&lt;br /&gt;
&lt;br /&gt;
===What does this not include?===&lt;br /&gt;
*Location Bonus&lt;br /&gt;
*Enemy Damage Reduction&lt;br /&gt;
*Projectile Reduction&lt;br /&gt;
*Combo Multiplier&lt;br /&gt;
*Weapon Impact Zone Multiplier&lt;br /&gt;
*Attributes (common misconception)&lt;br /&gt;
*Casting Speed&lt;br /&gt;
*Projectile Speed&lt;br /&gt;
&lt;br /&gt;
This can be summarized as Attribute Bonus Ratio affects all flat bonuses, as well as Power Bonus (Physical and Magical).&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Here&#039;s an example&#039;&#039;&#039; using default Warlock&#039;s Curse of Pain damage over time (not the direct hit). Curse of Pain has a base of 10 damage over 8 seconds, the default Magic Staff grants 5 Magical Damage, and Warlock&#039;s default Magic Power Bonus is 24%. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Without Attribute Bonus Ratio&#039;&#039;&#039;, the damage calculation would look as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- However, &#039;&#039;&#039;with Attribute Bonus Ratio of 50%&#039;&#039;&#039;, we must halve the +5 Magical Damage and the 24% Magic Power Bonus. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.&lt;br /&gt;
&lt;br /&gt;
===What sources of damage are affected by this?===&lt;br /&gt;
&lt;br /&gt;
All attribute bonus scalars can now be found in the class/unique specific pages.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
{{#evu:https://www.youtube.com/watch?v=98VtEMBcPuA|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
	<entry>
		<id>https://darkanddarker.wiki.spellsandguns.com/index.php?title=Healing&amp;diff=19755</id>
		<title>Healing</title>
		<link rel="alternate" type="text/html" href="https://darkanddarker.wiki.spellsandguns.com/index.php?title=Healing&amp;diff=19755"/>
		<updated>2024-02-17T01:02:34Z</updated>

		<summary type="html">&lt;p&gt;Neaumusic: /* Formulas */ simplify heal over time (potion) formula, remove the denominator&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MechanicsBar}}&lt;br /&gt;
&lt;br /&gt;
=True Healing=&lt;br /&gt;
&lt;br /&gt;
==True Magical Healing==&lt;br /&gt;
Magical Healing is utilized by [[Cleric]]&#039;s heal spells and [[Warlock]]&#039;s Torture Mastery as well as [[Healing_Potion|Healing Potions]] and [[Troll&#039;s Blood]], [[Healing Shrine]]s, but not Warlock&#039;s Life Drain. &lt;br /&gt;
&lt;br /&gt;
All Magical Healings benefit from both +Magical Healing and Magical Power Bonus [[Enchantments|enchantments]], but at varying [[Damage Calculation#Attribute Bonus Ratio|Scaling]]. [[Cleric]]’s Advanced Healer perk is counted as +Magical Healing and is affected by scaling. [[Warlock]]’s Vampirism perk grants 1.2x Healing which factors after all other bonuses and is not affected by scaling. The +Magical Healing enchantment specifically affects your own healing, not heals received from others. Stacking +Magical Healing on the healing recipient will not cause them to receive more healing. The caster must be the one wearing +Magical Healing in order to benefit.&lt;br /&gt;
&lt;br /&gt;
Note that Sanctuary is not a Heal over time but rather a Channel, therefore it scales per second channeled.&lt;br /&gt;
Torture Mastery is also not a Heal over time, and simply heals and scales per second that the target receives damage from Curse of Pain / Power of Sacrifice.&lt;br /&gt;
&lt;br /&gt;
[[Barbarian]]&#039;s Potion Chugger perk alters Healing Potions to heal for 20% more health in a 20% shorter duration.&lt;br /&gt;
&lt;br /&gt;
[[Damage_Calculation#Attribute_Bonus_Ratio|Scaling]] info:&lt;br /&gt;
*Lesser Heal = 100% per cast&lt;br /&gt;
*Holy Light = 100% per cast&lt;br /&gt;
*Sanctuary = 50% per second channeled (250% total)&lt;br /&gt;
*Torture Mastery = 15% per second&lt;br /&gt;
*Healing Potions = 50% per drink&lt;br /&gt;
*Troll&#039;s Blood = 50% per drink&lt;br /&gt;
*Healing Shrine = 100% once&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
If Vampirism is active, include it as &amp;quot;.2&amp;quot; for 20% in the formula below.&lt;br /&gt;
&lt;br /&gt;
For instant heals (this also includes Cleric&#039;s Sanctuary and Warlock&#039;s Torture Mastery)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (Base Heal + Magical Healing * Scaling) * (1 + Magic Power Bonus * Scaling) * (1 + Vampirism)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For [[Damage Calculation#Damage/Healing over Time|Heal over Times]] (Healing Potions / Troll&#039;s Blood):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (Base Heal + Magical Healing * Scaling) * (1 + Magic Power Bonus * Scaling) * (1 + Vampirism) * floor(1 + Buff Duration)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Potion Chugger: (note that you cannot have both Vampirism and Potion chugger perks at the same time)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (Base Heal + Magical Healing * Scaling) * (1 + Magic Power Bonus * Scaling) * (1 + Vampirism) * 1.2/(Duration Base * .8) * floor(Duration Base * .8 * (1 + Buff Duration))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
====Torture Mastery====&lt;br /&gt;
Torture Mastery with +5 Magical Healing, 30% Magical Power Bonus, and the Vampirism perk will heal for &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Heal per second = (1 + 5*.15)(1 + .3*.15) * 1.2 = 2.1945 HP per second&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Healing Potion====&lt;br /&gt;
For example with a Common Healing Potion, +4 Magical Healing, +6% Buff Duration, 0% Magical Power Bonus, and the Vampirism perk at a base of 15 health over 30 seconds will heal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (15 + 4/2)/(30) * floor(30 * (1 + .06)) * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 17/30 * 31 * 1.2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 21.08 health over 31s&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that this does in fact heal 21.08 health and not 21 nor 22 as there is decimal HP, although the health display in game always [[Damage Calculation#Rounding|rounds]] up. See [[Damage Calculation#Damage/Healing over Time|Damage/Healing over Time]]  for more. Also note that the duration actually lasts 31.8s, but only 31s of healing occurs.&lt;br /&gt;
&lt;br /&gt;
====Potion Chugger====&lt;br /&gt;
Using the same example but now with Potion Chugger:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Healing = (15 + 4/2) * 1.2/(30 * .5) * floor(30 * .5 * (1 + .06))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 17*1.2 / 15 * 15&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;= 21.25 health over 15s&amp;lt;/code&amp;gt;&lt;br /&gt;
Note that the duration actually lasts 15.9s, but only 15s of healing occurs.&lt;br /&gt;
&lt;br /&gt;
==True Physical Healing==&lt;br /&gt;
True Physical Healing is utilized by [[Campfire Kit|Campfire Kits]], [[Bard]]&#039;s Jolly Time, [[Ranger]]&#039;s Field Ration, and [[Surgical Kit]]s&lt;br /&gt;
&lt;br /&gt;
All True Physical Healing scales with the +Physical Healing [[Enchantments|enchantment]] but not with Physical Power Bonus.&lt;br /&gt;
&lt;br /&gt;
Since [[Campfire Kit|Campfire Kits]] are not a Buff, they receive 100% scaling on +Physical Healing per second. &lt;br /&gt;
&lt;br /&gt;
[[Damage_Calculation#Attribute_Bonus_Ratio|Scaling]] info:&lt;br /&gt;
*Campfire Kits = 100% per second&lt;br /&gt;
*Bard&#039;s Jolly Time = 100% per ale&lt;br /&gt;
*Ranger&#039;s Field Ration = 100% per ration&lt;br /&gt;
*Surgical Kit = 0% scaling&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
&amp;lt;code&amp;gt;Heal per instance = (Base Heal + Physical Healing*Scaling)&amp;lt;/code&amp;gt;&lt;br /&gt;
For Campfire Kits, multiply by the duration which is unaffected by Buff Duration to get the total healing.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
====Campfire====&lt;br /&gt;
Using a Common Campfire with +1 Physical Healing will heal (3+1) HP per second for 21 seconds, unaffected by the Buff Duration stat, totaling to 84 health.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Healing==&lt;br /&gt;
&lt;br /&gt;
=== Life Drain ===&lt;br /&gt;
[[Warlock]]&#039;s Life Drain ability heals the player equal to the damage dealt in a lifesteal fashion. Magical Healing does not affect this, it is only affected by the damage, which has 50% [[Damage Calculation#Attribute Bonus Ratio|Scaling]], as well as the Vampirism perk.&lt;br /&gt;
&lt;br /&gt;
=Recoverable HP=&lt;br /&gt;
&lt;br /&gt;
[[File:Recoverable_Health.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recoverable Health&#039;&#039;&#039; is left behind when the player takes damage, and is represented by a transparent portion of the player&#039;s health bar. Most sources of damage will leave behind 65% of their damage as Recoverable Health. As the name suggests, this health can be recovered by various means. All sources of Recoverable healing have 0% [[Attribute Bonus Ratio|Scaling]]&lt;br /&gt;
&lt;br /&gt;
Damage/Heal sources have different Conversion Rates that will add a percentage of the incoming amount as recoverable health.&lt;br /&gt;
*Player/Monster Damage: 65%&lt;br /&gt;
*Damage over Times: 65%&lt;br /&gt;
*Death Swarm: 100%&lt;br /&gt;
*[[Warlock]]&#039;s Spell&#039;s Health cost: 100%&lt;br /&gt;
*[[Bandage|Bandages]] -100%&lt;br /&gt;
*Resting -100%&lt;br /&gt;
*[[Bard]]&#039;s Tranquility -100%&lt;br /&gt;
&lt;br /&gt;
Recoverable Health cannot prevent death on its own, but it can be converted to True Health using Bandages, Resting, and Tranquility.&lt;br /&gt;
Recoverable Health is tracked separately from normal HP, and can &amp;quot;overflow&amp;quot; above the player&#039;s maximum HP. This means that if the player only heals with conventional healing methods, they can &amp;quot;store&amp;quot; some amount of Recoverable Health over the course of a single life.&lt;br /&gt;
&lt;br /&gt;
The Recoverable health pool is increased by a portion of the health change. However, if your recoverable health pool exceeds your missing health afterwards, it instead sets your recoverable health pool equal to your missing health. Note that the recoverable health pool is only updated when you receive damage or use a Bandage/Rest/Tranquility, and not when you are True Healed, Percent Max Health Healed, nor given Temporary Max Health. This can be expressed as:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;New Recoverable HP Pool = min(Old Recoverable Pool + Conversion Rate * Damage or Heal Amount, New Missing Health)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resting==&lt;br /&gt;
When Resting, the player will heal 1 Recoverable Health every two seconds at 0% [[Damage Calculation#Attribute Bonus Ratio|Scaling]]. &#039;&#039;(This is not 0.5/s, it is specifically 1 every 2 seconds.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As of Hotfix 25, standing up from resting no longer removes your remaining recoverable health, so you can stand up without a worry and continue your resting at a more opportune time.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
*Entering Inferno will set Recoverable HP to 50% (needs further testing) of missing health. &lt;br /&gt;
*Dying will remove all Recoverable HP if later revived.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
1. Starting at 80/100 HP with 15 Recoverable HP, Bandaging for 10 will heal you to 90/100 HP, and your recoverable HP will be set to&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(15 + -1*10, (100-90)) = 5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100, you will retain the same 15 recoverable HP. Later, you are damaged for 40 by a monster, down to 60/100 health with a recoverable HP pool of &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(15 + .65*40, (100-60)) = 40&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Starting at 80/100 with 15 Recoverable, then being true healed to 100/100 with 15 recoverable, and finally being damaged for 70 by a monster. Your new HP is 30/100, with new recoverable HP pool of&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(15 + .65*70, (100-30)) = 60.5&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. Starting at 100/100 with 50 Recoverable, then bandaging for 10 will set your recoverable HP to&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;min(50 + -1*10, (100-100)) = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Percent Max Health Healing=&lt;br /&gt;
Percent Max Health Healing will heal a percentage of your current maximum health, and never scales with Physical/Magical Healing nor Magical Power Bonus. The current sources of this are [[Barbarian]]&#039;s Morale Boost &amp;amp; Blood Exchange, [[Fighter]]&#039;s Victory Strike &amp;amp; Second Wind. Second Wind, however, is in the form of a heal over time, therefore you can receive more healing with longer buff durations. Sources with negative values, like [[Warlock]]&#039;s Blood Pact, act the same but simply deal damage instead of healing.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Using Second Wind&#039;s 40% Percent Max Health [[Damage Calculation#Damage/Healing over Time|Damage/Healing Over a Time]] of 12s with 10% Buff Duration on a Fighter with 100 Max Health:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Duration = 12 * (1 + .1) = 13.2 seconds&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Total Heal = .4*100 / 12 * floor(13.2) = 43.33 health&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Temporary Max Health=&lt;br /&gt;
Certain abilities, like Cleric’s Bless or Warlock’s Power of Sacrifice, can boost your strength, raising your maximum HP temporarily. This doesn&#039;t mean your current HP increases by the same amount, though. Your proportion of remaining HP remains unchanged, even if the maximum changes. This means your health adjusts to reflect the same percentage as before the strength buff was active.&lt;br /&gt;
&lt;br /&gt;
For instance, if you&#039;re at 90% of your max HP and you receive an increase in max HP without taking damage, your health stays at 90%, despite the changing max HP value. &lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
Starting with 100/100 HP. If you receive a temporary 30 max HP and then sustain 30 damage during this period, your HP would initially be 130/130. After the damage, you will drop to 100/130, which is 77%. When the temporary boost ends, your HP reverts to 77 out of 100.&lt;br /&gt;
&lt;br /&gt;
On the other hand, starting at 80/100 HP with an additional 10 Recoverable HP, and then gaining 30 max HP would leave you with 80% of 130, or 104/130. Receiving 30 damage brings you to 74/130 or 57%, and gaining 19.5 Recoverable HP. Once the effect concludes, you will have 57 out of 100 HP, plus your 29.5 total Recoverable HP.&lt;br /&gt;
&lt;br /&gt;
=Heal Reduction=&lt;br /&gt;
[[Warlock]]&#039;s Blow of Corruption and [[Wizard]]&#039;s Fire Mastery reduces &#039;&#039;[[Healing#Outgoing vs Incoming|incoming]]&#039;&#039; Physical/Magical healing by 70% and 50% respectively, and Percentage Healing, but not Recoverable healing. [[Warlock]]&#039;s Demon Armor perk reduces &#039;&#039;incoming&#039;&#039; Magical healing by 75%. If both debuffs are applied, the Heal Reduction value will not be overwritten, but the duration will be overwritten, even if the duration of the second status is shorter.&lt;br /&gt;
&lt;br /&gt;
Goblin Mage&#039;s homing orbs and Famine, the [[Uniques#Axes-0|Unique axe]] reduces all types of Healing, also including Recoverable healing, by 100%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heal reduction seems to currently be bugged and is not reducing by the amount listed, sometimes more, sometimes less - more testing in progress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heal Reduction applies after all bonuses are applied to Healing, including +Magical Healing or +Physical Healing [[Enchantments]]&lt;br /&gt;
&lt;br /&gt;
==Outgoing vs Incoming==&lt;br /&gt;
All healing sources are applied from an outgoing source, and when the target receives them, they are the incoming target. For example, if a [[Cleric]] heals a [[Warlock]], the Cleric is the outgoing source, and the Warlock is the incoming target. &lt;br /&gt;
If a [[Warlock]] heals themselves, they are both the outgoing source and the incoming target. Each heal bonus or heal reduction may be applied to either Outgoing or Incoming. For example, [[Cleric]]&#039;s Advanced Healer and +[[Enchantments#Magical Healing|Magical Healing]] enchantment buff specifically outgoing healing. &lt;br /&gt;
If that Cleric heals another player or themselves it will be buffed by both, since the Cleric is the outgoing source. If the incoming target has the +Magical Healing enchantment, however, they will not receive bonus healing. &lt;br /&gt;
&lt;br /&gt;
Note that since all heals will be either Outgoing or Incoming, all bonuses/reductions will affect a player that is healing themselves as they are both the Outgoing and Incoming target. However, this is before Scaling is taken into account, some heals have 0% [[Damage_Calculation#Attribute Bonus Ratio|Scaling]] in which case it does not matter regardless.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
* Patch #2 Hotfix 27&lt;br /&gt;
** Surgical Kit is now True Physical Healing instead of Percent Max Healing, and is therefore affected by Heal Reduction&lt;br /&gt;
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* Patch #2 &lt;br /&gt;
** Healing potions and Troll&#039;s blood are Magical now instead of Physical&lt;br /&gt;
** Blow of Corruption and Fire mastery now affect incoming healing instead of outgoing, and also affect Percentage healing.&lt;br /&gt;
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=Summary=&lt;br /&gt;
[[File:healing.png|700px]]&lt;br /&gt;
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=Video Guide=&lt;br /&gt;
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{{#evu:https://www.youtube.com/watch?v=XuSD_Pje3cY|alignment=left}}&lt;/div&gt;</summary>
		<author><name>Neaumusic</name></author>
	</entry>
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