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damage_guide_dealing_and_tanking [2022/06/13 07:04]
omni Forgot base Monk fist enchantment.
damage_guide_dealing_and_tanking [2022/07/18 12:36] (current)
omni
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-==== OMNI's Guide on Damage ====+===== OMNI's Guide on Damage =====
 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. 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)]].
  
 The "damage bonus" you can get off of items is a direct bonus to all melee damage that stacks with your attribute modifier and the item's enchantment level. A direct bonus does not effect the damage dice, instead adding it to your base minimum (keep in mind many weapon types, I.E. dagger versus longsword, will have different damage ranges). If I deal 1d8 silver damage with my unenchanted silver sword and have +2 damage bonus, my true damage range is 1d8+2, thus a minimum of 3 and a maximum of 10. The "damage bonus" you can get off of items is a direct bonus to all melee damage that stacks with your attribute modifier and the item's enchantment level. A direct bonus does not effect the damage dice, instead adding it to your base minimum (keep in mind many weapon types, I.E. dagger versus longsword, will have different damage ranges). If I deal 1d8 silver damage with my unenchanted silver sword and have +2 damage bonus, my true damage range is 1d8+2, thus a minimum of 3 and a maximum of 10.
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     This meaning you deal 31 to 38 damage per normal hit if you succeed on your attack roll.     This meaning you deal 31 to 38 damage per normal hit if you succeed on your attack roll.
     To calculate base critical damage, multiply the minimum, I.E. 31, by your weapon's critical multiplier.     To calculate base critical damage, multiply the minimum, I.E. 31, by your weapon's critical multiplier.
 +    If your damage is always returning low or as 1s, you do not have the proficiency feat required for the weapon.
 +    Without the proficieny required, your damage output is divided by 100.
  
     Pugilist Monks:     Pugilist Monks:
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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 ==== 
-To be completed.+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). 
 + 
 +[[http://sunderingshadows.com/doku.php?id=spell_resistance|Magic resistance/spell resistance ]] is a method to completely prevent spells from effecting you at all and some mobs, as well as players built for it, have fairly high amounts. Likewise, spell damage resistance and elemental resistance, whether percentile or static, will factor into how much damage you can do with spell damage resistance applying to all spells regardless of element. Spell reflection is another way a target can get out of taking damage from you, but it locks them into casting the spell and this means they cannot stack an attack feat ontop of it or, in most cases, get their round of melee attacks.
 === Receiving Damage === === Receiving Damage ===
 To be completed. To be completed.
damage_guide_dealing_and_tanking.1655103890.txt.gz · Last modified: 2022/06/13 07:04 by omni