From Dark and Darker Wiki

Revision as of 03:21, 6 October 2023 by Sur (talk | contribs) (→‎Damage Formula: Added Rounding and DoT/HoT pages)

Stats Damage Spell Restoration Luck
Enchantments Health Impact Power Footstep Sound
Healing Action/Interaction/Cast Speed Silence
Shield Looted Handled Supplied Experience
Spells

Damage Formula

((((((Base Weapon/Magical Damage + "Buff" Weapon Damage) * Combo Bonus * Impact Zone Bonus) + "Gear" Weapon Damage/Magical Damage + Divine Strike Damage) * (1 + Power Bonus)) + Additional Damage) * (Hit Location Bonus) * (1 - (Damage Reduction * (1 - Penetration))) * (1 - Projectile Reduction)) + True Damage

Base Damage

  • The displayed damage of a weapon, skill, or spell. For example: Rondel Dagger's Weapon Damage, Rupture's 20 Physical Damage, or Judgement's 25 Magical Damage.

"Buff" Weapon Damage

  • 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's base damage.

"Gear" Weapon Damage

  • The damage added by the "+ Weapon Damage" 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 "Buff" Weapon Damage, in that it will not be multiplied by your Impact Zone Bonus or your Combo Bonus. This stat is influenced by Attribute Bonus Ratio.

Divine Strike Damage

  • The damage added by the Cleric buff "Divine Strike". This stat benefits from Power Bonus. Unlike Weapon Damage, this stat will 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 Attribute Bonus Ratio.

Magical Damage

  • The damage added by the "Magical Damage" 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'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 Attribute Bonus Ratio.

Impact Zone Bonus

  • A multiplier enforced when hitting with the "sour spots" of certain weapons. See Weapons for each weapon's exact multipliers.

Combo Bonus

  • A multiplier enforced when hitting with the latter hits of certain weapons' combos. See Weapons for each weapon's exact multipliers.

Power Bonus

  • 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's Attributes. This stat is influenced by Attribute Bonus Ratio.

Additional Damage

  • The damage added by specific Perks or by the "Additional Physical/Magical Damage" 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's individual movement damage ticks (Physical), or each hit of Magic Missile (Magical). This stat is influenced by Attribute Bonus Ratio.

Hit Location Bonus

A multiplier enforced when hitting the head or the limbs with certain attacks. The multipliers:

  • Head: 150%
  • Body: 100%
  • Arms: 80%
  • Legs: 60%
  • Feet/Hand: 50%

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. This does not apply to Physical skills, such as Achilles Strike.

Damage Reduction

  • A defensive multiplier based on the opponent'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.

Penetration

  • A modifier for Damage Reduction that can be acquired from certain weapons, or from the "Armor Penetration" or "Magical Penetration" affixes on gear. This stat multiplies with their Damage Reduction %, not their Armor Rating/Magic Resist Rating.
  • This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.

Projectile Reduction

  • 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).

True Damage

  • The damage added by the "True Physical Damage" or "True Magical Damage" 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 Attribute Bonus Ratio.
  • Cleric's Perseverance Perk is effectively "negative True Damage", however it seems to not reduce damage if that damage would be reduced below 1. For example, 1 stack of Rogue's Poison Weapon tends to deal less than 1 damage per second, and so Perseverance will not reduce it.

Damage/Healing over Time

  • 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.
  • Additionally, nearly all Damage over times have 50% Attribute Bonus Ratio rather than 100%, making damage increases only half as effective
  • Example: Rogue'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.
  • The number of damaging ticks is affected by the receiving player's 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
  • Sources like Ray of Darkness, Din of Darkness, Torture Mastery, and movement based abilities like Achilles Strike and Earthquake are **not** Damage/Heal over times, rather, bonuses apply per-hit to these like normal.
  • Sources like Locusts' Swarm and Explosive lanterns fire only deal damage while inside the area and are also **not** damage over times

Formulas

Note, "Value" refers to either Damage or Healing

Base Ticks = Base duration/Interval length

Total ticks = floor(Base Ticks * (1 + Debuff Duration%))

Total Value = Base Value/Base Ticks * Total ticks

Value per interval = Total value / Base Ticks

Value per second = Value per interval / Interval length


Since nearly all Damage/Healing over times have an Interval length of 1 second, these can be simplified to:

Total Value = Base Value / Base Duration * floor(Base Duration * (1 + Debuff Duration))

Value per second = Total Value / Base Duration

Examples

Example 1: Rogue's Rupture

  • Rogue'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% Attribute Bonus Ratio.

Total damage (before debuff duration) = 20 * (1-.17 * .5)+10 * .5= 23.3

  • Against a Bard with 25% Debuff duration, this Rupture lasts a base of 5s and deals damage in 1s intervals

Base Damage = 5/1  = 5 ticks

Total ticks = floor(5 * (1 + .25)) = 6

Total Damage = 23.3/5 * 6 = 27.96 damage

Damage per tick = 27.96/5 = 5.592 damage per tick

Damage per second = 5.592 / 1 = 5.592 damage per second

Example 2: Zap's Burn

  • Zap'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.
  • On the contrary, it would require at least 100% debuff duration% to get an extra tick from Zap.

Example 3: Healing Potion

  • See Healing#Healing_Potion

Rounding

  • 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' details page is always rounded up.
  • Details page: Currently all details round up, but some to the nearest integer, and some to the nearest tenth. Wizard's Sage and Warlock'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 like to have a margin of error of +/- 1.
  • Buffs/Debuffs: Durations are not rounded and last their exact amount. However, durations that perform an action in intervals, like Heal/Damage over Time, are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. In other words, its increase must be greater than a second.

Total Duration = Base Duration * floor(1 + Bonus Duration)

Examples:

  • A 5s buff with 19% bonus duration will last

Total Duration = 5 seconds * floor(1 + .19) = 5 seconds

  • A 5s buff with 20% bonus duration, however, will last

Total Duration = 5 seconds * floor(1 + .2) = 6 seconds

  • A 5s buff with -1% bonus duration will last

Total Duration = 5 seconds * floor(1 + -.01) = 4 seconds

  • 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

Notes

  • Weakpoint Attack's debuff multiplies the victim'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.

Attribute Bonus Ratio

- "Attribute Bonus Ratio" 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.

What does this include?

  • Power Bonus (Magical and Physical)
  • Magical Damage (From Spellbooks, Staves, and Crystal Balls)
  • Divine Strike's special Physical Damage buff
  • Additional Damage (Magical and Physical)
  • True Damage (Magical and Physical)
  • Weapon Damage (There is currently nothing implemented in the game with Attribute Bonus Ratio that can also benefit from standard Weapon Damage)
  • Magical Healing

What does this not include?

  • Location Bonus
  • Enemy Damage Reduction
  • Projectile Reduction
  • Combo Multiplier
  • Weapon Impact Zone Multiplier
  • Attributes (common misconception)
  • Casting Speed
  • Projectile Speed

- Here's an example using default Warlock'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's default Magic Power Bonus is 24%.

- Without Attribute Bonus Ratio, the damage calculation would look as follows:

( 10 + 5 ) * (1 + 0.24) = 18.6 dmg over 8s

- However, with Attribute Bonus Ratio of 50%, we must halve the +5 Magical Damage and the 24% Magic Power Bonus.

( 10 + 2.5 ) * (1 + 0.12) = 14 dmg over 8s

- 14 damage over 8 seconds then equates to 1.75 damage dealt every second.

What sources of damage are affected by this?

All attribute bonus scalars can now be found in the class/unique specific pages.

Video Guides