From Dark and Darker Wiki
Damage Formula
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 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)
What does this not include?
- Location Bonus (Headshots, Limbs)
- Enemy Damage Reduction
- Projectile Reduction
- Here's an example using default Wizard's Ice Bolt. Ice Bolt has a base damage of 30, the default Magic Staff grants 5 Magical Damage, and Wizard's default Magic Power Bonus is 15%. This spell also benefits from Headshot Multiplier, which is 1.5x.
- Without Attribute Bonus Ratio, the damage calculation would look as follows:
( 30 + 5 ) * (1 + 0.15) * 1.5 = 60.375
- However, with Attribute Bonus Ratio of 50%, we must halve the +5 Magical Damage and the 15% Magic Power Bonus. Headshot multiplier is unaffected.
( 30 + 2.5 ) * (1 + 0.075) * 1.5 = 52.4063
What sources of damage are affected by this?
- Everything else that isn't in the following list can be assumed to be 100% scaling
50% Scaling:
- All Bard/Wizard/Cleric/Warlock spells/songs that either damage or heal, including direct hit, AoE, and damage over time, except Din of Darkness.
- Warlock's self-heal from Torture Mastery
- Barb's Achilles Strike movement ticks
- Rogue's Poison Weapon
- Rogue's Rupture
- Unique weapon Cinder's DoT
- Unique weapon Pestilence's DoT
- Explosive throwables
- Healing Potions & Troll's Blood
- Wizard's Arcane Shield
Other Scaling:
- Din of darkness (6%/9%/12% depending on song quality)
0% Scaling:
- Wizard Reactive Shield
- Protection Potions
- Cleric's Protection Spell
- Warlock perk Dark Reflection
Does this apply to for ex, crystal swords Magical weappon damage? or in other words if you were dual wielding demons glee and mana sphere does the magical damage(not the true magic) from the sphere affect the glees magical weapon damage?
My normal target dmg at 0% pdr was 102.3, target dummy dmg was 124. Dummy has i dont remember if it's -10% or -12%, but either way neither of the two when applied to 102.3 dmg equal 124 dmg. aside from the pdr there shouldn't be any other changes between the two targets? thx for any help, difficult determining new dmgs without the prelobby dummies
"targeting the head with the Sharpshooter perk against a player with 20% Headshot reduction results in": 1.5 + .1 - .2 = 1.4x headshot multiplier Is the +.1 from Sharpshooter? jw because the perk is +15% headshot location bonus, (+.15)?
Does switching your weapon to a weapon with more base weapon damage, like Poor Kris Dagger (base 20) Into a Common Kris Dagger (base 21), cause Rupture to scale harder?
Does Race Damage apply to players using a something like a Skeleton skin?
Overall is getting around 30% armor pen even worth it?
Hey there, thank you for the information! Just curious is there a google sheet that can calculate this for us?
A player said that this hasn't been updated for a long time, is what he said true?
I have an excel with the damage formula above built in, but I'm not matching numbers to the test dummy. In-game numbers appear to be higher.
Here's my test: Base damage: 29 (My purple rapier base) +N Weapon Damage: 4 (2 from lantern + 2 from rapier) Power Bonus: 2% Additional Damage: 1 True Damage: 6 Part multiplier:150% (headshot)
Assume no reductions and not a combo.
The wiki formula calculates 57.99 in this case, but I'm hitting 64 in game with the rapier. I'm a rogue with no other bonuses from perks.
Formula in this case: [(29 +4)*(1.02) + 1]*1.50 + 6 = 57.99.
Does the dummy have negative armor rating? That's the only thing I haven't considered.
If I have a hand crossbow and rapier equipped, does the Gear weapon damage from one apply to the other's attacks?
how did you get 11.34, When you get Default No-gear Wizard with ignited Crystal Sword ( 11.34 )
((( 9 + 0) * ( 1 - 0.25) + 0 ) * 1.5 * ( 1-0.12) + 0 = 8.91..
In case of Poisoned Weapon you have stacks you can apply to an enemy. Do I just multiply the stacks by the base damage like so: Total Damage = Stack Count * Base Damage * (1 + Physical Power Bonus * Attribute Power Bonus) + Additional Magic Damage * Attribute Power Bonus
Example calculation(At 5 Stacks Poisoned Weapon): Total damage (before debuff duration) = 5 * 4 * (1-.17 * .5)+10 * .5
For the attribute bonus ratio section, where does True damage come into place? Is it still added at the end of the calculation, or for spells that are 50% is it reduced?
Is there a Google Sheet anywhere that lets me plug in my stats for easy calcs against gear changes?
I have a armor with +2,6% physical damage bonus, how it enters the formula?