Class damage potential
A quick overview of each class' base damage potential
CALCULATING DAMAGE
When calculating your damage, your class’ potential is in part determined by the base factor of the weapon type it is using.
The full sequence of formulas for calculating your character’s damage is as follows:
First, your weapon’s damage statistic dependency (“STAT”):
What statistic is relevant to your weapon can be found in the “Weapon damage stat dependencies” resource.
If Dexterity: STAT = [DEXTERITY / 2]
If Strength: STAT = [STRENGTH / 2]
If Dexterity & Strength: STAT = [([STRENGTH / 2] + [DEXTERITY / 2]) / 2]
Next is the enemy’s armour which is going to be hit (“ENEMY ARMOUR”):
ENEMY ARMOUR* = (20 + (item AF + (Spec AF bonus / 5) + (ToA AF / 5))
* item quality * item condition)
/ (1 - item absorb)
*Note that base AF buffs are ignored since in almost all situations their effects are negligible
Next up is your damage modifier “(“DAMAGE MODIFIER”), look for the relevant damage table factor below:
DAMAGE MODIFIER = Level * Damage Table Factor / 10
* (1 + 0.01 * STAT)
* (0.9 + 0.1 * MAX(1, strength relic owned number))
* (0.75 + 0.5 * MIN(enemy level + 1, spec - 1) / (enemy level + 1) + 0.01
* RANDOM(50)) / ENEMY ARMOUR
* (1 - enemy buffed absorb)
* (1 - enemy resistance)
RANDOM(50) can be any number between 0 and 50, chosen at random each swing.
DAMAGE MODIFIER is capped at 3 and cannot be higher.
Next up is the formula for calculating DPS (“DPS”):
If your character is wielding a two-handed weapon of any kind, you gain a bonus (“TWO-HAND BONUS”):
TWO-HAND BONUS = 1.10 + 0.005 * spec
If you are wielding one or two one-handed weapons, then the TWO-HAND BONUS is simply 1.00
DPS = [[[[[weapon dps * weapon speed * 10]
* (0.94 + weapon speed * 0.03)]
* (1 + 0.01 * mythical dps)]
* TWO-HAND BONUS]
* (1 + 0.01 * ToA melee damage] / 10
Next is calculating your weapon’s swing speed (“SWING SPEED”):
SWING SPEED = [[[weapon speed * 100 * (1 – (MIN(250, quickness) – 50) / 500)]
* (1 – haste – celerity)]
* (1 – ToA melee speed)] / 100
SWING SPEED cannot be lower than 1.5.
Your base damage when not using Combat Styles is calculated simply (“BASE DAMAGE”):
BASE DAMAGE = DAMAGE MODIFIER * DPS
When using a Combat Style, your damage is calculated as follows (“STYLE DAMAGE”):
STYLE DAMAGE = (style base + (spec - style level) * style growth)
* SWING SPEED
* DAMAGE MODIFIER / 10 + BASE DAMAGE
* ToA style bonus
Style base, level and growth can be found by delving a Combat Style in-game.
Finally, your total damage is calculated simple (“TOTAL DAMAGE”):
TOTAL DAMAGE = BASE DAMAGE + STYLE DAMAGE
DAMAGE TABLE
FACTOR 5
| Class | Weapon(s) |
|---|---|
| Animist | Blades, Blunt, Piercing |
| Bainshee | Blades, Blunt, Piercing |
| Bard | Piercing |
| Bonedancer | Axe, Hammer, Sword |
| Cabalist | Slash, Crush, Thrust |
| Cleric | Slash, Thrust |
| Druid | Piercing |
| Eldritch | Blades, Blunt, Piercing |
| Enchanter | Blades, Blunt, Piercing |
| Friar | Slash, Thrust |
| Healer | Axe |
| Heretic | Slash, Thrust |
| Hunter | Hammer |
| Infiltrator | Crush |
| Mentalist | Blades, Blunt, Piercing |
| Minstrel | Crush |
| Necromancer | Slash, Crush, Thrust |
| Nightshade | Blunt |
| Occultist | Crush, Thrust |
| Ranger | Blunt |
| Shadowblade | Hammer |
| Shaman | Axe |
| Sorcerer | Slash, Crush, Thrust |
| Spiritmaster | Axe, Hammer, Sword |
| Theurgist | Slash, Crush, Thrust |
| Valewalker | Blades, Blunt, Piercing |
| Valkyrie | Axe, Hammer |
| Vampiir | Blades, Blunt |
| Warden | Piercing |
| Warlock | Axe, Hammer, Sword |
| Wizard | Slash, Crush, Thrust |
FACTOR 12
| Class | Weapon(s) |
|---|---|
| Wizard | Staff |
FACTOR 14
| Class | Weapon(s) |
|---|---|
| Animist | Staff |
| Bainshee | Staff |
| Bonedancer | Staff |
| Cabalist | Staff |
| Eldritch | Staff |
| Enchanter | Staff |
| Mentalist | Staff |
| Occultist | Staff |
| Runemaster | Staff |
| Sorcerer | Staff |
| Spiritmaster | Staff |
| Theurgist | Staff |
| Warlock | Staff |
FACTOR 16
| Class | Weapon(s) |
|---|---|
| Cleric | Crush, Staff |
| Druid | Blades, Blunt, Staff |
| Ranger | Staff |
| Shadowblade | Staff |
| Warden | Staff |
FACTOR 18
| Class | Weapon(s) |
|---|---|
| Bard | Blades, Blunt, Staff |
| Blademaster | Shortbow |
| Friar | Crush |
| Heretic | Crush, Staff |
| Hero | Shortbow |
| Hunter | Staff |
| Infiltrator | Slash, Thrust, Staff, Crossbow |
| Minstrel | Slash, Thrust, Staff |
| Nightshade | Blades, Piercing, Staff |
| Ranger | Blades, Piercing |
| Scout | Crush, Staff |
| Shadowblade | Axe, Sword, Thrown |
| Shaman | Hammer, Sword, Staff |
| Thane | Axe, Sword |
| Valkyrie | Sword |
| Warden | Blades, Blunt, Shortbow |
FACTOR 19
| Class | Weapon(s) |
|---|---|
| Champion | Blades, Blunt, Piercing, Large Weapons |
| Hunter | Axe, Sword, Spear |
| Paladin | Crush, Slash, Thrust, Two-Handed |
| Reaver | Crush, Slash, Thrust, Flexible |
| Scout | Slash, Thrust |
| Skald | Axe, Hammer, Sword |
| Thane | Hammer |
| Valkyrie | Spear |
FACTOR 20
| Class | Weapon(s) |
|---|---|
| Blademaster | Staff |
| Champion | Staff |
| Friar | Quarterstaff |
| Heretic | Flexible |
| Hero | Staff |
| Mauler | Fist Wraps, Mauler Staff |
| Mercenary | Shortbow |
| Paladin | Staff |
| Reaver | Staff |
| Savage | Axe, Hammer, Sword, Hand-to-Hand |
| Thane | Staff |
| Valewalker | Staff |
| Valkyrie | Staff |
| Vampiir | Staff |
FACTOR 21
| Class | Weapon(s) |
|---|---|
| Occultist | Slash |
| Valewalker | Scythe |
FACTOR 22
| Class | Weapon(s) |
|---|---|
| Armsman | Crush, Slash, Thrust, Two-Handed, Polearm, Crossbow, Staff |
| Berserker | Axe, Hammer, Sword, Thrown, Staff |
| Blademaster | Blades, Blunt, Piercing |
| Hero | Blades, Blunt, Piercing, Large Weapons, Celtic Spear |
| Hunter | Archery |
| Mercenary | Crush, Slash, Thrust, Staff |
| Ranger | Archery |
| Savage | Staff |
| Scout | Archery |
| Vampiir | Piercing |
| Warrior | Thrown, Staff |
FACTOR 23
| Class | Weapon(s) |
|---|---|
| Warrior | Axe, Hammer, Sword |
EXTRA
The chance to hit each armor part is:
| Head | 10% |
| Body | 40% |
| Arms | 15% |
| Hands | 5% |
| Legs | 25% |
| Feet | 5% |
When calculating total armor factor, two formulas are involved (“ARMOR LEVEL”) (“ARMOR ABSORB”):
ARMOR LEVEL
ARMOR LEVEL = Body item level * chance to hit body
+ Legs item level * chance to hit legs
+ Arms item level * chance to hit arms
+ Head item level * chance to hit head
+ Feet item level * chance to hit feet
+ Hands item level * chance to hit hands
ARMOR ABSORB
ARMOR ABSORB = body absorb * chance to hit body
+ legs absorb * chance to hit legs
+ arms absorb * chance to hit arms
+ head absorb * chance to hit head
+ feet absorb * chance to hit feet
+ hands absorb * chance to hit hands
Finally, total armor factory is calculated simply (“ARMOR FACTOR”):
ARMOR FACTOR = 10 * ARMOR LEVEL * (1 + ARMOR ABSORB)
~7-8 Armor Factor translates to roughly 1% Absorption (1% reduced melee damage taken)
Banespike will increase damage by:
DPS * 1.15
