Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...

Damage Calculation Questions (damage %, Attack Speed, And Elemental Resistances)

Discussion in 'Questions' started by RenZenthio, Jul 6, 2020.

Thread Status:
Not open for further replies.
  1. RenZenthio

    RenZenthio Murder the gods and topple their thrones! HERO

    Messages:
    1,886
    Likes Received:
    3,130
    Trophy Points:
    162
    Guild:
    Minecraft:
    First off, how is attack speed calculated into damage?
    Like if I used a meteor spell with a super slow weapon woth 1000 damage how much will it do vs if I had a normal attack speed weapon with the same damage?
    (If I could get this explained for all attack speeds that’d be great, I just want a point of reference to compare weapons. Like how does tidebinder compare to infidel, (if their spell damage and stuff is ignored), what do I multiply tidebinder’s to get it’s equivalent as a super slow weapon)

    secondly, how does a players elemental defense get calculated into damage?
    If I have 700 water defense does that mean that the calculation is ((mob water damage)x(skill point defense reduction)) - 700 (for water elemental defense?

    mor does a players elemental defense work more like a damage reduction percentage like skill points? Like a 700 water defense might transfer as a 70% water damage reduction.

    lastly, how does spell damage % and melee damage % calculate into stuff. Like if I had a build where my chest plate gave 1000 neutral melee damage and I had a weapon with 1000 base damage, but I had -100% melee damage. Would the negative melee damage only apply to the weapon damage or would it apply to the neutral damage from the armor too?

    and yes, I know there’s a thread where it explains all damage calculations, but (I may just be stupid) it was hard for me to follow
     
  2. euouae

    euouae euouae Item Team

    Messages:
    1,331
    Likes Received:
    2,452
    Trophy Points:
    151
    Guild:
    Minecraft:
    usually weapons are judged by base DPS, which is just the weapon's base damage times the attack speed's hits per second.

    Attack speed hits per second:
    Super Fast: 4.3
    Very Fast: 3.1
    Fast: 2.5
    Normal: 2.05
    Slow: 1.5
    Very Slow: 0.83
    Super Slow: 0.51

    for reference, Tidebinder is Slow attack speed with 345-425 (385 average) water damage, and Infidel is Super Slow with 0-1029 (515 average) neutral damage and 0-1257 (629 average) (these are the damages without powders. powders would increase the base slightly and convert some neutral, so the calculations are generally the same). hang onto the bolded numbers.

    Slow is 1.5 hits per second, and Super Slow is 0.51 hits per second.

    so average Tidebinder base DPS would be 385 * 1.5, or 577.5.
    average Infidel base DPS would be (515 + 629) * 0.51, or 583.44.

    this base DPS value is extremely helpful for analyzing weapons. For example, you can see that infidel actually has more base damage, although much higher of a range. Of course, this doesn't take into account the actual IDs.

    tl;dr attack speed acts as a multiplier for the base damage.

    elemental defenses are purely additive. that's it. don't complicate it further than it needs to be.

    for example, if you have 320 earth defense, and there's a mob that deals 1000 earth damage, the earth damage the mob deals is reduced to 680. as another example, if you have -620 water defense, and there's a mob that deals 1000 water damage, the water damage the mob deals is increased to 1620.

    you might hear the term "ele defs don't matter" get thrown around a bit because of this, but you still want at least decent elemental defenses (at least better than -500 i'd say?) so spells with a high attack rate like flamethrower or arrow storm don't end up absolutely demolishing you (because of ele defs additive nature) or mobs with rainbow damages don't end up beating you up.

    anyways, in the end remember this: elemental defenses are additive.

    spell % or melee % does not effect spell neutral or melee neutral. the neutral damages are factored in at the very end of damage calculation.

    this is also one of the sole reasons necrosis is so useful in melee, specifically a playstyle called cancelstack. It gives you a free 4 tiers of attack speed, along with a heap of poison and life/mana steal. Although the negative % damages seem daunting, you can just stack raw main attack damage to bypass it.

    remember this: % damages base themselves off of the weapon base damage, and neutral damages are factored in at the very end.

    % damages do not effect neutral damages.
     

    Attached Files:

    RenZenthio and creature like this.
  3. RenZenthio

    RenZenthio Murder the gods and topple their thrones! HERO

    Messages:
    1,886
    Likes Received:
    3,130
    Trophy Points:
    162
    Guild:
    Minecraft:
    wow, absolutely perfect, thank you very much :)
     
    euouae likes this.
  4. RenZenthio

    RenZenthio Murder the gods and topple their thrones! HERO

    Messages:
    1,886
    Likes Received:
    3,130
    Trophy Points:
    162
    Guild:
    Minecraft:
    two more questions:
    Why did you calculate a neutral damage and total damage amount for infidel? Wouldn’t just [total damage]*[attack speed modifier] work?

    also, is elemental defense calculated before or after defense damage reduction?
     
  5. euouae

    euouae euouae Item Team

    Messages:
    1,331
    Likes Received:
    2,452
    Trophy Points:
    151
    Guild:
    Minecraft:
    for infidel i did do the total damage * attack speed modifier; the (515 + 629) in the equation is just the (Neutral Average + Water Average), to make it into the total average damage.
    ele defs are calculated before def (in other words, when you get hit, ele defs apply, and then def applies on the value after that). another reason why "ele defs don't matter".

    although i'm not exactly sure, so don't trust me on this one.
     
Thread Status:
Not open for further replies.