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stats [2021/07/26 09:00] determinorstats [2023/02/04 18:05] (current) – [Armor / Pierce] marlex
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 ==== Savagery ==== ==== Savagery ====
  
-Savagery increases your damage. Each additional point of Savagery is less valuable, but always adds some damage. Thus, someone who has 1k Savagery does NOT do 2x the damage of someone with 500 Savagery.+Savagery increases your damage. 
  
-The formula to calculate how much additional damage Savagery gives you is: +Each point of Savagery gives you damage.
- +
-Savagery damage = (10000 * savagery / (savagery + 3000))+
  
 Your savagery damage is multiplied directly with your %Damage energizement modifier. Your savagery damage is multiplied directly with your %Damage energizement modifier.
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 More speed increases your attack speed. Each point of Speed is less effective. Your base attack speed (with 0 Speed) is 50. This means every 50 "ticks" of combat, you will attack. More speed increases your attack speed. Each point of Speed is less effective. Your base attack speed (with 0 Speed) is 50. This means every 50 "ticks" of combat, you will attack.
 +
 +Every point of speed gives a 0.02% true damage multiplier.
  
 To calculate your attack speed from your Speed: To calculate your attack speed from your Speed:
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 ==== Fortitude ==== ==== Fortitude ====
  
-Fortitude gives you health. Each point of Fortitude gives roughly 25 health, but is less effective for each additional point of Fortitude.+Fortitude gives you health. Each point of Fortitude gives 25 health.
  
-To calculate your health from your Fortitude:+Fortitude also gives a 0.001% Health Multiplier.
  
-Health = 100000 * fortitude / (fortitude + 4000) 
  
 ==== Armor / Pierce ==== ==== Armor / Pierce ====
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 This is calculated as follows, where "target" is the receiver of damage, and "source" is the do'er of damage: This is calculated as follows, where "target" is the receiver of damage, and "source" is the do'er of damage:
  
-100 (100 + (targetArmor - sourcePierce))+sourcePierce / targetArmor 
 + 
 +Example: Attackers pierce = 1200; Targets Armor = 1000; 
 +1200/1000 = 1.2 
 + 
 +Attacker deals 120% damage.
  
-The pierce damage bonus caps out at 1.25x. 
 Pierce also gives you +0.5 true damage per point. Pierce also gives you +0.5 true damage per point.
  
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 For example, if a monster has 50% DR, and you have 10% IDR, the monster will reduce your final damage by 45% (rather than 50%). For example, if a monster has 50% DR, and you have 10% IDR, the monster will reduce your final damage by 45% (rather than 50%).
  
-IDR is applied multiplicatively, meaning it's impossible to get 100% IDR. Each IDR an equipment directly has (T6 augments) or any energizement on the equipment (Main hand, sidearm, gloves can have them) will be calculated individually.+IDR is applied multiplicatively, meaning it's impossible to get 100% IDR. Each IDR an equipment directly has (T6 augments) or any energizement on the equipment (Rifle, sidearm, gloves can have them) will be calculated individually.
  
 The total IDR calculation is: The total IDR calculation is:
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 There are combat effects which are applied above and beyond this typical combat calculation. Each effect describes what it does and where it falls into this calculation. For example, Puncture is applied in the same way as normal damage, but ignores the armor / pierce modifier for a monster. If effects need clarity, please feel free to ask and the tooltips in-game will be updated. There are combat effects which are applied above and beyond this typical combat calculation. Each effect describes what it does and where it falls into this calculation. For example, Puncture is applied in the same way as normal damage, but ignores the armor / pierce modifier for a monster. If effects need clarity, please feel free to ask and the tooltips in-game will be updated.
 +
 +**Puncture**
 +
 +  - Combat level base damage.  
 +  - Savagery damage * damage% energizement.  
 +  - 1 and 2 are added together.  
 +  - Given a random +/- 15% adjustment (Min / Max Energizement can effect this number).  
 +  - Multiplied against DR / IDR modifier.  
 +  - Multiplied by puncture modifier (5/12/20/33%)