Detailed damage formula

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Detailed damage formula

Postby zekrom » Tue Jan 10, 2012 6:42 am

i searched for damage mechanics and found this as the closest-to-perfect formula-> viewtopic.php?f=5&t=3496&start=20#p48029
i want to give a general formula and also explain dps related skills

final damage(of any type) taken by target = a * [b * c * d * weapon damage of that type - e * f * target resistance to that type]
total final damage = sum of final physical,fire,ice,electric,poison damages
------------------------------------------------------------------
b is the WEAPON DAMAGE PERCENT = 1 for left click attack, 0.2 for alchemist skills with 20% wpn dmg and depends on DPS for most of the vanq and dest skills
when any skill says "inflicts p% of weapon DPS", b = m * p/100. here m is the "speed multiplier" of the weapon which is not visible anywhere and has to be calculated from dps and wpn dmg. m = dps/total damage on the weapon

eg->ricochet 10-inflicts 198% of weapon dps
weapon-epic tuskgun(physical->101-201,poison->67-134) with 3 enchants(+23 phy,+51 f,26 armor degraded per hit),dps=620
so m = 620/[201+134+23+51]=1.516, p/100=1.98
and b = 1.98 * 1.52 = 3 approx
------------------------------------------------------------------
c is % BONUS. it depends on the classificaion of the damage. damage can be classified like this->
1.physical,f,i,e,p(magic affects only elemental components of any weapon)
2.melee(strength affects all components of any melee wpn,staffs too),ranged(dexterity affects all components of any ranged wpn,wands too)
c = 1+all percenatges related to that type(stats also are taken as percentage)/100

eg1->epic tuskgun(physical->101-201,poison->67-134) with 3 enchants(+23 phy,+51 f,26 armor degraded per hit),dps=620
other gear->increases all poison damage by 35%,increases all fire damage by 15%
ranged weapons expertise 10(40%)[affects all ranged except wands]
dexterity 243
magic 115
c for phy = 1+2.43+0.4=3.83,max dmg(if b=1)=c*(201+23), min dmg=max/2
c for poison = 1+2.43+1.15+0.4+0.35=5.33,max dmg(if b=1)=c*134, min dmg=max/2
c for fire = 1+2.43+1.15+0.4+0.15=5.13,max dmg(if b=1)=c*51, min dmg=max/2

eg2->alchemist's hex imp 10-phy->912-1823, +20%damage, +80% health
burning bind 10->+140%
pet mastery 10->+40%
gear->+100%
c = 1+0.2+1.4+0.4+1=4
------------------------------------------------------------------
d is % CRITICAL DAMAGE BONUS. it is similar to c.
d = 1+[all percents/100]/2 = 1+all percents/200
initially(without critical strikes and gear) it is 100%(1+100/200=1.5)
when a hit is critical, only the max weapon dmg is taken, not random
------------------------------------------------------------------
e = 1-all percent reductions/100
frailty 10->-65% to all phy & elemental armor, e=1-0.65=0.35
------------------------------------------------------------------
f is something called SOAKSCALEPCT. it can be seen only in the dat files. its pretty much similar to b(WPNDMGPCT) but is always less than 1
------------------------------------------------------------------
a is %INCREASE IN DAMAGE TAKEN BY TARGET. i know only spectral decay which does this.
spectral decay 10->100%,a = 1+1=2

CONCLUSIONS
-----------
1. to check the above formulas open the console and look at the combatlog.it shows the exact damage-range.
2. im surprised that people didnt wonder how alchemist skills did observable damage when b=0.2. it should be completely negated by armor(in very hard). the reason that its not negated is that there is f=0.2 along with it.
3. suppose youre a destroyer, u have the choice to assign martial 10 or spectral decay 10(but 40% instead of 100%),
mwe 10-> c=1.4, a=1, a*c=1.4
sd 10-> c=1, a=1.4, a*c=1.4 but enemy armor is also multiplied by 1.4, so mwe is the obvious choice
4. suppose a destroyer has c=1+3.6(strength)=4.6 for phy dmg, u have the choice to assign martial 10 or spectral decay 10(but 40% instead of 100%),
mwe 10-> c=1+3.6+0.4=5, a=1, a*c=5
sd 10-> c=4.6, a=1.4, a*c=6.44(HUGE)(as the dmg is greater than armor, larger multiplier for dmg is preferable even if it "a" multiplies enemy armor)
point 4 is the more practical case. and this shows that MULTIPLICATION OF MULTIPLIERS is better than adding a lot of percents in 1 multiplier.
5. in points 3&4, both skills can be chosen obviously. but there are some cases when spectral decay really shines.
alchemist's summoned skeleton->c=1+0.4(pet mastery)+1(summon skeleton VI rank 11 +100%)+1(+100% gear)+1.4(bind)=4.8
destroyer's summoned skeleton->c=1+0.4(pet mastery)+1(summon skeleton VI rank 11 +100%)+1(+100% gear)=3.4, a=1+1(sd 10), a*c=6.8(much larger)
and there can be 5 or 10 skeletons at a time!!!

***ill edit conclusions if i think of more or if anyone else does tell me***
Last edited by zekrom on Wed May 09, 2012 10:19 pm, edited 2 times in total.
zekrom
 
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Re: Detailed damage formula

Postby zekrom » Tue Jan 10, 2012 6:58 am

weapon "speeds"(some kind of speed factor actually as the lower it is the higher the speed) can be found here->

http://torchlightarmory.com/items?cat=Weapon

speed multipliers(m)->
0.5-2.74(ribauldequin, organ gun)
0.6-2.28(mounted bow,jagshard bow,volley gun)
0.7-1.95
0.8-1.70
0.9-1.52
1.0-1.37
1.1-1.24
1.2-1.14
1.3-1.05
1.4-0.98(tsar cannon)

they could be off by +- 0.01
Last edited by zekrom on Wed Jan 18, 2012 3:14 am, edited 1 time in total.
zekrom
 
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Re: Detailed damage formula

Postby zekrom » Tue Jan 17, 2012 6:18 am

found an error in the CRITICAL DAMAGE BONUS part and edited it accordingly
zekrom
 
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Re: Detailed damage formula

Postby surmise » Mon Feb 20, 2012 12:20 am

------------------------------------------------------------------
a is %INCREASE IN DAMAGE TAKEN BY TARGET. i know only spectral decay which does this.
spectral decay 10->100%,a = 1+1=2

CONCLUSIONS
-----------

4. suppose a destroyer has c=1+3.6(strength)=4.6 for phy dmg, u have the choice to assign martial 10 or spectral decay 10(but 40% instead of 100%),
mwe 10-> c=1+3.6+0.4=5, a=1, a*c=5
sd 10-> c=4.6, a=1.4, a*c=6.44(HUGE)(as the dmg is greater than armor, larger multiplier for dmg is preferable even if it "a" multiplies enemy armor)


Thanks for the info, why the difference in "a" for Spectral Decay(10) 2 above and 1.4?
surmise
 
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Re: Detailed damage formula

Postby zekrom » Thu Mar 01, 2012 12:54 pm

surmise wrote:
------------------------------------------------------------------
a is %INCREASE IN DAMAGE TAKEN BY TARGET. i know only spectral decay which does this.
spectral decay 10->100%,a = 1+1=2

CONCLUSIONS
-----------

4. suppose a destroyer has c=1+3.6(strength)=4.6 for phy dmg, u have the choice to assign martial 10 or spectral decay 10(but 40% instead of 100%),
mwe 10-> c=1+3.6+0.4=5, a=1, a*c=5
sd 10-> c=4.6, a=1.4, a*c=6.44(HUGE)(as the dmg is greater than armor, larger multiplier for dmg is preferable even if it "a" multiplies enemy armor)


Thanks for the info, why the difference in "a" for Spectral Decay(10) 2 above and 1.4?

as i sed --"IF its 40% instead of 100%"
zekrom
 
Posts: 104
Joined: Sat Nov 12, 2011 8:12 am


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