Damage calculation¶
When a swing connects (see Hit chance), damage resolves in two phases:
- Base scaling - roll the weapon's flat Min/Max, then scale by Tactics, Str, Anatomy, and quality.
- Percentage stack - multiply by talent and specialty bonuses, slayer multipliers, weapon-ability scalars, and the rest.
Damage stays flat and readable - no stat inflation, no hidden curves. Player-on-creature damage runs at full; PvP and creature-on-player swings deal half. The halving is deliberate and we've kept it.
Phase 1 - base scaling¶
The roll starts from the weapon's Min/Max and adds these modifiers:
- Damage-level offset (Ruin / Might / Force / Power / Vanq): adds
2 × level − 1, so Ruin = +1, Might = +3, Force = +5, Power = +7, Vanq = +9. - Tactics scalar:
(Tactics − 50) / 100- +50% at 100 Tactics. - Strength + Anatomy: +1% per 5 points of each, capped by the stat cap.
- Crafting quality: Exceptional adds +20%.
- VirtualDamageBonus: a flat per-item adder on a handful of weapons (Tribal Spear = +25%).
- Durability: a damaged weapon loses output linearly, bottoming out at 50% at 0 HP.
Pre-bonus damage
roll = UniformRandom(OldMinDamage, OldMaxDamage) + damageLevelOffset
scale = 1
+ (Tactics − 50) / 100 // +50% at 100 Tactics
+ Str / 500 // +20% at 100 Str
+ Anatomy / 500 // +20% at 100 Anatomy
+ (Exceptional ? 0.20 : 0)
+ VirtualDamageBonus / 100 // e.g. TribalSpear = +25
base = roll × scale
base × = (durability < max ? 0.5 + 0.5 × (cur/max) : 1)
Tactics, Str, Anat at 100 each, Exceptional = ×2.10¶
A fully-trained warrior baseline:
| Modifier | Contribution |
|---|---|
| Base (1.0) | 1.00 |
Tactics 100 → (100−50)/100 |
+0.50 |
Str 100 → 100/500 |
+0.20 |
Anatomy 100 → 100/500 |
+0.20 |
| Exceptional craft | +0.20 |
| Total multiplier | × 2.10 |
So 100/100/100 plus an Exceptional weapon turns every raw damage roll into roughly 210% of its label value, before any talents, specials, or slayers touch it.
Phase 2 - percentage bonuses¶
Phase 2 sums a percentageBonus, then multiplies the Phase-1 damage by 100 + percentageBonus percent, capped at +300%. The sources:
| Source | Approx contribution |
|---|---|
| Weapon-ability primary/secondary specials | varies; usually ×1.30 - ×1.50 |
| Macing PvM proc (Pierce) | ×1.50 on triggering hit (+×1.50 if armor already 0) |
| Fencing PvM proc (Cripple) | ×(1.25 + hit_chance) on triggering hit |
| Archery PvM proc (Hinder) | varies per rank |
| Macing/Fencing/Archery talent damage bonuses | per-rank %, see talent pages |
| Superslayer | +100% |
| Enemy of One (player) | +50% vs marked type |
| Honor (Virtue) active | +25% |
| Perfection ladder | up to +50% over Perfection ladder |
| Pack Instinct (multiple summons/pets) | +25 / +50 / +75 / +100% |
| Killer talisman | varies |
| Specialty melee / ranged bonus | percentage points |
| Crown Regalia Hunt gems | active total against creatures only |
| Double Strike penalty | −10% |
| Silver slayer vs. undead/necro-form | +25% |
Hunt gems add their active Crown Regalia total to melee and ranged damage only when the target is a creature. Hex gems use the spell-damage pipeline instead and do not enter this weapon Phase 2 stack. Neither family increases damage against players.
After Phase 2, armor comes off (regular AR plus virtual AR) and the final number lands on the target.
Worked example - Broadsword¶
Weapon: Broadsword, Min 5 / Max 29 / Speed 45.
Attacker: Player, 100 Tactics, 100 Anatomy, 100 Str, Exceptional craft, no talents, no special.
Defender: a creature, so the damage /= 2 halve does not apply.
| Step | Min | Avg | Max |
|---|---|---|---|
| Raw roll (OldMin/OldMax) | 5 | 17.0 | 29 |
| × 2.10 (Tac+Str+Anat+Exc) | 10.5 | 35.7 | 60.9 |
| Final, no extras | 10-11 | ~35 | 60-61 |
Add a +10% damage talent (T1 Swords) and the final range climbs to 11 - 67 (avg ~39).
A superslayer swing (+100%) on the same Broadsword: 21 - 122 (avg ~71).
Worked example - Bow¶
Weapon: Bow, Min 14 / Max 36 / Speed 20. Same archer profile (100 Tactics/Str/Anat, Exceptional):
| Step | Min | Avg | Max |
|---|---|---|---|
| Raw roll | 14 | 25.0 | 36 |
| × 2.10 | 29.4 | 52.5 | 75.6 |
| Final, no extras | 29-30 | ~52 | 75-76 |
A Headshot-talent crit (× 2) pushes an upper-roll bow hit to ~150 raw damage before armor.
What does NOT apply¶
There's no parallel pipeline with elemental damage breakdowns, a DamageIncrease item property, or per-element resists. Lyonspyre never enters that branch. The "100% Physical" line you see on a weapon tooltip is informational only - every player swing is physical, and there is no cold/fire/poison/energy split for player melee.
See also¶
- Swing speed - multiply Phase-1+2 damage by
1 / swing_secondsto get DPS. - Hit chance - multiply DPS by hit rate to get effective DPS.
- Parry - defender-side roll that turns Phase-1+2 damage into zero.
- Dungeon Talents - most of Phase 2's bonus sources.