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Danno e la perdita di HP - punti vita inflitta con l'uso di un arma o di un incantesimo ad un personaggio e/o mostro.

Tipi di danno Modifica

Il danno e' basato su uno dei cinque tipi di elemento: neutro (legato a forza), terra (legato a forza), acqua (legato a fortuna), fuoco (legato a intelligenza) o aria (legato a agilità), ogni danno elementale e' amplificato dalla corrispondente caratteristica del personaggio.

I danni elementali di tipo Terra e Neutro sono chiamati Fisici, quelli di tipo fuoco, aria acqua, invece sono definiti Magici.

Danno indiretto e' un danno derivante da un effetto come per esempio l'avvelenamento.

Danno diretto comprende tutti gli altri tipi, compresi i glifi.

Danno statico (o perdita di hp) e' un danno che non puo' essere modificato in alcun modo (danno fisso).

Area di effetto il tipo (AoE) e' un danno il cui effetto va ad interessare piu' diuna casella del campo di battaglia e quindi ha la potenzialita' di danneggiare piu' di un nemico contemporaneamente. L'area di effetto dell'incantesimo o dell'arma di tipo AoE e' mostrata in arancione quando si mira al bersaglio, se un alleato si trova all'interno di questa area sara' colpito dagli effetti dell'incantesimo o arma usata restando danneggiato (o curato nel caso degli di alcuni incantesimi Aniripsa).
Tutti i martelli e i Bastoni infliggono danni di tipo AoE, due incantesimi di tipo AoE sono Freccia Esplosiva e Polvere Temporale.

Modificatori di danno Modifica

Il danno base di un' arma o di un incantesimo viene modificato da varie fonti, l'incremento o il decremento puo' essere di ammontare percentuale o fisso.
L'addizione percentuale di danno e' chiamata danno percentuale, l'addizione di danno lineare e' chiamata danno addizionale.

Attacco Modifica

Ogni modificatore e' specifico per un tipo di arma, viene applicato al danno base per ogni arma in relazione alla classe di appartenenza del giocatore, in modo simile alla padronanza. Le penalita' sono indicate nella seguente tabella:

Arma >
\/ Classe
Ascia Arco Daga Martello Piccone Falce Pala Bastone Spada Bacchetta
Sadida -10% -10% -10% -10% -10% -10% -10% 0 -10% -5%
Osamodas -10% -10% -10% 0 -10% -10% -10% -5% -10% -10%
Anutrof -10% -10% -10% -5% -10% -10% 0 -10% -10% -10%
Sram -10% -5% 0 -10% -10% -10% -10% -10% -10% -10%
Xelor -10% -10% -10% 0 -10% -10% -10% -10% -10% -5%
Ecaflip -10% -10% -5% -10% -10% -10% -10% -10% 0 -10%
Aniripsa -10% -10% -10% -10% -10% -10% -10% -5% -10% 0
Iop -10% -10% -10% -5% -10% -10% -10% -10% 0 -10%
Ocra -10% 0 -5% -10% -10% -10% -10% -10% -10% -10%
Feca -10% -10% -10% -10% -10% -10% -10% 0 -10% -5%
Sacrier -10% -10% -10% -10% -10% -10% -10% -10% -10% -10%
Pandawa 0 -10% -10% -10% -10% -10% -10% -5% -10% -10%
Le caselle in verde indicano l'arma migliore per ogni classe, le caselle in blu le armi con una bassa penalita', le altre sono sconsigliate sebbene non vietate.
  • Colpo critico: Nel caso di attacco portato con un' arma il bonus per colpo critico e' aggiunto ai valori minimo/max dell'intervallo di danno che l'arma puo' fare. Per esempio le Captain Chafer's Small Daggers hanno un bonus di +10 su colpo critico, il che' elevera' il normale intervallo di danno inferto da 15-22 a 25-32.

Nel caso di incantesimo d'attacco, verra' applicato il previsto intervallo per colpo critico al posto di quello normale (e' indicato nella scheda dell'incantesimo), per esempio l'intervallo di danno di Pressione livello 1 si eleva da 5-9 a 7-11.

  • Fiasco critico: Nel caso accada il danno causato sara' pari a zero, un fiasco critico fatale puo' anche concludere il turno di gioco, cio' dipende dall' incantesimo lanciato o dall'uso di un arma.

Nota: le probabilita' o frequenze di colpo critico o fiasco critico di armi e incantesimi sono riportati nella scheda caratteristica di ogni arma / incantesimo

Defensive Modifica

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

Calculation Modifica

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

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

-Note-

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

Base : Random value from base damage range
WpnSki : Weapon skill. (Weapon attack only.)
ClassMod : Class modifier with given weapon. (Weapon attack only.)
Stat : Total value of relevant characteristic. Minimum 0.
PctDmg : All bonuses of type +x% damage.
LinDmg : All bonuses of type +x damage.
Resist : Enemy's resistance. Exact formula unknown at the moment.
edit: I think that the linear +x damage bonuses are modified by the class modifier which isn't reflected in the above formulas.
Needs confirmation:
(modified to include crit)

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

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

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

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

Advanced Damage Formulas Modifica

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

  • Average Base Damage (ABD)

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

Here are definitions of the values used in the calculations:

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

Calculation of the Average Base Damage of a Spell:

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

Calculation of the Average Base Damage of a Weapon:

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

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

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

DVE = 100 / ABD

External links Modifica

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