Difference between revisions of "Damage"

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[[Category:Game Mechanics]]
 
[[Category:Game Mechanics]]
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[[Category:Combat]]
 
'''Damage''' refers to a negative modification to a player's [[health]], [[stamina]], or [[mana]]. Damage to health is represented in real time, following the event of taking damage by overhead floating red digits for personal damage, orange digits for damage to a [[group]] member, and yellow digits for damage to any other party. Damage to stamina and mana will only be indicated via system channels.
 
'''Damage''' refers to a negative modification to a player's [[health]], [[stamina]], or [[mana]]. Damage to health is represented in real time, following the event of taking damage by overhead floating red digits for personal damage, orange digits for damage to a [[group]] member, and yellow digits for damage to any other party. Damage to stamina and mana will only be indicated via system channels.
 
== Damage Types ==
 
== Damage Types ==
=== Direct Damage ===
 
Direct damage is damage that bypasses fortitudes and will do the same amount of damage whether the player is sitting or not. All [[drain]]s and [[proc]]s are direct damage.
 
 
=== Physical Damage ===
 
=== Physical Damage ===
Combat using physical damage is often referred to as mêlée combat since all weapons inflict one of these three types of damage; however, a few spells may use these also. Physical damage is the most resisted type of damage because all armor except cloth will offer some resistance to it and all mages can choose to train [[Mage#Shielding|Shielding]], which offers protection from 10.25 to 30 percent of physical damage. Also, some classes receive a damage absorber, which will cap off physical resistances for a short period of time. There are three physical damage types:
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Nearly all weapons cause physical damage, and nearly all armor offers at least some resistance to it. Physical damage can be further mitigated by common spells such as [[Mage#Shielding|Shielding]] or [[Damage Absorber]]s. These resistances can be reduced with common damage exposure weapon powers or by [[Armor Penetration]].
*[[Crushing]],* caused by hammers, staffs, or unarmed.
 
*[[Piercing]], caused by spears, bows, crossbows, some types of axes, or daggers.
 
*[[Slashing]], caused by swords, pole arms, or most axes.
 
  
* Crushing damage is also caused by the [[Druid]] spell 'Earthquake' and the [[Fury]] spell 'Fury of Wind'.
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There are three physical damage types:
  
=== Power Damage ===
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* '''[[Crushing]]''', caused by hammers, staffs, or unarmed weapons as well as the [[Druid]] spell 'Earthquake' and the [[Fury]] spell 'Fury of Wind'. Crushing does 40% damage to buildings.
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* '''[[Piercing]]''', caused by spears, bows, crossbows, daggers, and some types of axe weapons as well as the [[Druid]] spells 'Grasp of Thorns' and 'Hedge of Thorns' and the [[Ranger]] spell 'Grasp of Thorns'
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* '''[[Slashing]]''', caused by swords, pole arms, or most axes as well as the [[Berserker]] spell 'Fury of the Northmen', the [[Blademaster]] spell 'Whirlwind Attack', and the [[Blade Weaver]] spell 'Blade Dance'. Slashing does 15% of normal damage to buildings.
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=== Magic Damage ===
 
Power damage is caused mostly by spells cast by the player. With the widest range of varying types, aside from the Mage's Defensive stance, players will have a difficult time being resistant to all of them at once. Like physical damage types, the cap for resistance to spells is 75%, but there is no limit to how far in the negative a player may become exposed. The following are the power damage types.
 
Power damage is caused mostly by spells cast by the player. With the widest range of varying types, aside from the Mage's Defensive stance, players will have a difficult time being resistant to all of them at once. Like physical damage types, the cap for resistance to spells is 75%, but there is no limit to how far in the negative a player may become exposed. The following are the power damage types.
 
*'''<font color="darkred">Bleeding</font>''' is a low-damage DoT caused by weapon powers.  ''This resistance is not displayed in the resistances window.'' The third tier bleeding proc is "of Cuts".
 
*'''<font color="darkred">Bleeding</font>''' is a low-damage DoT caused by weapon powers.  ''This resistance is not displayed in the resistances window.'' The third tier bleeding proc is "of Cuts".
 
*'''<font color="dodgerblue">Cold</font>''' damage may be caused by [[Assassin#Shadow Bolt|Shadow Bolt]], [[Channeler#Hoarfrost|Hoarfrost]], [[Channeler#Ice Bolt|Ice Bolt]], [[Channeler#Blizzard|Blizzard]], [[Fury#Fury of Ice|Fury of Ice]], or the [[Shroudborne#Chill of the Grave|Chill of the Grave]]. The third tier cold damage proc is "of the Frykka".
 
*'''<font color="dodgerblue">Cold</font>''' damage may be caused by [[Assassin#Shadow Bolt|Shadow Bolt]], [[Channeler#Hoarfrost|Hoarfrost]], [[Channeler#Ice Bolt|Ice Bolt]], [[Channeler#Blizzard|Blizzard]], [[Fury#Fury of Ice|Fury of Ice]], or the [[Shroudborne#Chill of the Grave|Chill of the Grave]]. The third tier cold damage proc is "of the Frykka".
 
*'''<font color="red">Fire</font>''' damage is caused by [[Mage#Blood Boil|Blood Boil]], [[Channeler#Ignite|Ignite]], [[Channeler#Incendiary Blast|Incendiary Blast]], [[Channeler#Fire Bolt|Fire Bolt]], [[Confessor#Uvoriel's Judgment|Uvoriel's Judgment]], [[Confessor#Brand the Wicked|Brand the Wicked]], [[Confessor#Saint Malorn's Wrath|Saint Malorn's Wrath]], and [[Templar#Cleansing Flame|Cleansing Flame]]. The third tier fire proc is "of Fire".
 
*'''<font color="red">Fire</font>''' damage is caused by [[Mage#Blood Boil|Blood Boil]], [[Channeler#Ignite|Ignite]], [[Channeler#Incendiary Blast|Incendiary Blast]], [[Channeler#Fire Bolt|Fire Bolt]], [[Confessor#Uvoriel's Judgment|Uvoriel's Judgment]], [[Confessor#Brand the Wicked|Brand the Wicked]], [[Confessor#Saint Malorn's Wrath|Saint Malorn's Wrath]], and [[Templar#Cleansing Flame|Cleansing Flame]]. The third tier fire proc is "of Fire".
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* '''<font color="brown">Disease</font>''' is a rare type of damage that cannot be resisted. The [[Healer]]'s [[Healer#Contagion|Contagion]] causes this type of damage.
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* '''<font color="orange">Drain</font>''' is technically not a damage type, but the damage caused by drain spells is unique because it cannot be resisted by any means, and transfers a percentage of damage dealt as a heal to the caster. An example is the [[Doomsayer]]'s [[Doomsayer#Unleash Blight|Unleash Blight]].
 
*'''<font color="blue">Healing</font>''' resistance determines the amount you are healed. ''This resistance is not displayed in the resistances window.''
 
*'''<font color="blue">Healing</font>''' resistance determines the amount you are healed. ''This resistance is not displayed in the resistances window.''
 
*'''<font color="silver">Holy</font>''' damage is caused by [[Crusader#Censure|Censure]], [[Crusader#Darius' Fist|Darius' Fist]], [[Nightstalker#Fling Holy Water|Fling Holy Water]], [[Nightstalker#Put to the Torch|Put to the Torch]], [[Prelate#Smite the Dead|Smite the Dead]], [[Prelate#Saint Lorne's Ire|Saint Lorne's Ire]], [[Sentinel#Divine Word of Binding|Divine Word of Binding]], and [[Sentinel#Righteous Word of Binding|Righteous Word of Binding]]. The third tier holy proc is "of Truth".
 
*'''<font color="silver">Holy</font>''' damage is caused by [[Crusader#Censure|Censure]], [[Crusader#Darius' Fist|Darius' Fist]], [[Nightstalker#Fling Holy Water|Fling Holy Water]], [[Nightstalker#Put to the Torch|Put to the Torch]], [[Prelate#Smite the Dead|Smite the Dead]], [[Prelate#Saint Lorne's Ire|Saint Lorne's Ire]], [[Sentinel#Divine Word of Binding|Divine Word of Binding]], and [[Sentinel#Righteous Word of Binding|Righteous Word of Binding]]. The third tier holy proc is "of Truth".
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=== Siege Damage ===
 
=== Siege Damage ===
 
Siege damage is a type of damage that may only effect buildings and other structures. The [[Battle Magus]] power [[Battle Magus#Demolishing Spell|Demolishing Spell]] is the only player spell that uses siege damage, however, players may also inflict siege damage by the use of a siege engine such as a trebuchet or in the medium of weapons using a siege hammer, bow, or staff. All pets automatically inflict siege damage when attacking bane stones, but may not damage other structures.
 
Siege damage is a type of damage that may only effect buildings and other structures. The [[Battle Magus]] power [[Battle Magus#Demolishing Spell|Demolishing Spell]] is the only player spell that uses siege damage, however, players may also inflict siege damage by the use of a siege engine such as a trebuchet or in the medium of weapons using a siege hammer, bow, or staff. All pets automatically inflict siege damage when attacking bane stones, but may not damage other structures.
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{{jargon}}
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== Damage Resistance and Vulnerability  ==
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Most types of damage can be resisted or [[debuff]]ed. These values are represented as a flat percentage. To see your character's current resistances, press '''Esc''', '''Chartacter Info''', then '''Resistances'''.
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=== How to Interpret ===
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Resistances found on gear and spells often exclude percent symbol (%). For instance, a spell that offers "''+50 Fire Resist''" will increase your resistance to fire by 50%. A fire spell that would have done 100 damage before, will do 50 fire damage after applying the resistance.
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All [[armor]] (except [[cloth armor]]) offers innate resistance to physical damage. Spell damage resistances are found in [[:Category:Races|racial]] perks, [[Starting Traits|starting traits]], gear (especially [[jewelry]]), and [[spell]]s.
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=== Resistance Cap ===
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All resistances cap at 75%. However, keeping gear and buffs that offer more than 75% can still be useful. If another player attempts to debuff your resistance, the debuff will subtract from the total amount of resistance regardless of the cap.
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:'''Example''': Player 1 has a total of 100% fire resistance through their gear and buffs. Only 75% of this resistance is taken into account when calculating damage. Player 2 casts a debuff on Player 1 that reduces fire resistance by 20%. Player 1's new resistance total is '''still''' 75% because the 20% debuff took their 100% down to 80%, and Player 1 is still 5% above the cap.
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:'''Another Example''': Player 1 has a total of 100% fire resistance through their gear and buffs. Only 75% of this resistance is taken into account when calculating damage. Player 2 casts a debuff on Player 1 that reduces fire resistance by 50%. Player 1's new resistance total is 50% because the 50% debuff took their 100% down to 50%, which is below the cap.

Latest revision as of 22:48, 31 January 2018

Damage refers to a negative modification to a player's health, stamina, or mana. Damage to health is represented in real time, following the event of taking damage by overhead floating red digits for personal damage, orange digits for damage to a group member, and yellow digits for damage to any other party. Damage to stamina and mana will only be indicated via system channels.

Damage Types

Physical Damage

Nearly all weapons cause physical damage, and nearly all armor offers at least some resistance to it. Physical damage can be further mitigated by common spells such as Shielding or Damage Absorbers. These resistances can be reduced with common damage exposure weapon powers or by Armor Penetration.

There are three physical damage types:

  • Crushing, caused by hammers, staffs, or unarmed weapons as well as the Druid spell 'Earthquake' and the Fury spell 'Fury of Wind'. Crushing does 40% damage to buildings.
  • Piercing, caused by spears, bows, crossbows, daggers, and some types of axe weapons as well as the Druid spells 'Grasp of Thorns' and 'Hedge of Thorns' and the Ranger spell 'Grasp of Thorns'
  • Slashing, caused by swords, pole arms, or most axes as well as the Berserker spell 'Fury of the Northmen', the Blademaster spell 'Whirlwind Attack', and the Blade Weaver spell 'Blade Dance'. Slashing does 15% of normal damage to buildings.

Magic Damage

Power damage is caused mostly by spells cast by the player. With the widest range of varying types, aside from the Mage's Defensive stance, players will have a difficult time being resistant to all of them at once. Like physical damage types, the cap for resistance to spells is 75%, but there is no limit to how far in the negative a player may become exposed. The following are the power damage types.

Siege Damage

Siege damage is a type of damage that may only effect buildings and other structures. The Battle Magus power Demolishing Spell is the only player spell that uses siege damage, however, players may also inflict siege damage by the use of a siege engine such as a trebuchet or in the medium of weapons using a siege hammer, bow, or staff. All pets automatically inflict siege damage when attacking bane stones, but may not damage other structures.

Damage Resistance and Vulnerability

Most types of damage can be resisted or debuffed. These values are represented as a flat percentage. To see your character's current resistances, press Esc, Chartacter Info, then Resistances.

How to Interpret

Resistances found on gear and spells often exclude percent symbol (%). For instance, a spell that offers "+50 Fire Resist" will increase your resistance to fire by 50%. A fire spell that would have done 100 damage before, will do 50 fire damage after applying the resistance.

All armor (except cloth armor) offers innate resistance to physical damage. Spell damage resistances are found in racial perks, starting traits, gear (especially jewelry), and spells.

Resistance Cap

All resistances cap at 75%. However, keeping gear and buffs that offer more than 75% can still be useful. If another player attempts to debuff your resistance, the debuff will subtract from the total amount of resistance regardless of the cap.

Example: Player 1 has a total of 100% fire resistance through their gear and buffs. Only 75% of this resistance is taken into account when calculating damage. Player 2 casts a debuff on Player 1 that reduces fire resistance by 20%. Player 1's new resistance total is still 75% because the 20% debuff took their 100% down to 80%, and Player 1 is still 5% above the cap.
Another Example: Player 1 has a total of 100% fire resistance through their gear and buffs. Only 75% of this resistance is taken into account when calculating damage. Player 2 casts a debuff on Player 1 that reduces fire resistance by 50%. Player 1's new resistance total is 50% because the 50% debuff took their 100% down to 50%, which is below the cap.