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damage_guide_dealing_and_tanking

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damage_guide_dealing_and_tanking [2022/07/18 12:35]
omni
damage_guide_dealing_and_tanking [2022/07/18 12:36] (current)
omni
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 The purpose of this guide is to teach you about resistances, dealing damage and receiving damage, along with things that can increase or decrease damage taken outside of resistances. Please note that damage can be resisted via a lot of sources and your mathed out damage will **NOT** always be the same as your actual output. The purpose of this guide is to teach you about resistances, dealing damage and receiving damage, along with things that can increase or decrease damage taken outside of resistances. Please note that damage can be resisted via a lot of sources and your mathed out damage will **NOT** always be the same as your actual output.
  
-=== Dealing Melee Damage ===+==== Dealing Melee Damage ====
 All damage in the game has a type. [[http://sunderingshadows.com/doku.php?id=damage_types|There are three standard melee damage types (slashing, bludgeoning, piercing) and two nonstandards (silver and cold iron)]]. All damage in the game has a type. [[http://sunderingshadows.com/doku.php?id=damage_types|There are three standard melee damage types (slashing, bludgeoning, piercing) and two nonstandards (silver and cold iron)]].
  
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     Your result will end up, at level 40 Monk/10 GrMaster with +10 modifier and without feats, 2d10+20     Your result will end up, at level 40 Monk/10 GrMaster with +10 modifier and without feats, 2d10+20
     Your critical damage multiplier will be 7 at this stage, too.     Your critical damage multiplier will be 7 at this stage, too.
-=== Dealing Spell Damage ===+==== Dealing Spell Damage ====
 Spell damage comes in very many types, but relies on a couple of extra things. Saving throws, when passed against your spells, will either halve or remove the damage done entirely (based on relevant feats being present on the target; Stalwart, Evasion). A very small number of spells do not have saving throw checks, but they tend to be rare, single target and have no status effects added on. Spell damage is calculated, additionally, in a more complicated way than weapon damage. Standard damage rules apply your caster level and the level of the spell (I.E. level 9 for Typhoon) to most spells that do damage (travel AoEs such as Vampiric Shadow Shield, Fire Shield, Wreath of Blades do not use spell level, instead they use a standardized formula that will always be lower than actively cast spells). Spell damage comes in very many types, but relies on a couple of extra things. Saving throws, when passed against your spells, will either halve or remove the damage done entirely (based on relevant feats being present on the target; Stalwart, Evasion). A very small number of spells do not have saving throw checks, but they tend to be rare, single target and have no status effects added on. Spell damage is calculated, additionally, in a more complicated way than weapon damage. Standard damage rules apply your caster level and the level of the spell (I.E. level 9 for Typhoon) to most spells that do damage (travel AoEs such as Vampiric Shadow Shield, Fire Shield, Wreath of Blades do not use spell level, instead they use a standardized formula that will always be lower than actively cast spells).
  
damage_guide_dealing_and_tanking.txt ยท Last modified: 2022/07/18 12:36 by omni