Colors
Items shown in yellow can appear on both Magic and Rare Items. Items shown in violet can only appear on Magic Items but not Rare Items.
My highest savage lynel crusher has been 103. It's reserved only for mount attacks on lynels. Jun 22, 2016 CPs do not affect weapon damage (even if they are important to getting high numbers). Having 3 weapon damage enchants on your jewelry, as well as using appropriate sets (Agility x3, 1x Kena is nice, Kena x2 as well but it requires a lot of pratice), having a gold weapon, and finally access to Major Brutality (+20% weapon damage) makes a huge difference. For example, by jumping from a high elevation and deploying his paraglider, Link can travel distances quickly. Breath of the Wild is an action-adventure game set in an open world environment where players are tasked with exploring the kingdom of Hyrule while controlling Link.
For more information about these abilities see General Magic Prefixes and General Magic Suffixes.
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Damage in Team Fortress 2 is any event that reduces the health of a player or entity. Damage can be caused by weapons, fire, explosions, falling, bleeding, certain taunts, or by environmental sources such as trains, water, saw blades, the Horseless Headless Horsemann, MONOCULUS, Merasmus, and the Underworld.
Weapon damage
Weapon damage is calculated in the following manner:
(Base Damage) × (Distance and Randomness Modifier) × (Resistance/Vulnerability Modifiers) × (Splash Modifier)
Critical hits are calculated as:
(Base Damage) × (Splash Modifier) × [(Base Type Resistance/Vulnerability Modifiers) + (Positive Distance-Modifier + 2) × (Critical Resistance/Vulnerability Modifiers)]
Mini-crits are calculated as:
(Base Damage) × (Splash Modifier) × [(Base Type Resistance/Vulnerability Modifiers) + (Positive Distance-Modifier + 0.35) × (Critical Resistance/Vulnerability Modifiers)]
Base damage
The base damage of a weapon is a constant number that is fixed to a particular weapon. Damage does not depend on where on the target the attack hits, with the exception of weapons that critical hit on certain regions of the target.
Distance and randomness modifier
How damage is affected by distance.
The distance modifier is a number between 1.5 and 0.5 that sinusoidally decreases as the distance between the attacker and the target increases. The trough of the wave is at 1024 units, and all distances beyond 1024 are treated as 1024 for the purposes of damage calculation. In this formula, there is a random variation in the distance of ±102.5 units (shown in the graph around 512 units, as an example). This means that you may be treated as being up to 102.5 closer or farther than you actually are, for purposes of the formula. This is the 15% variation many players have heard of; it is not simply a 85–115% multiplier on the final damage.
The distance modifier is altered for Rocket Launchers, Stickybomb Launchers (when detonated within 5 seconds), Syringe Guns, Righteous Bison, and Pomson 6000. When the distance used in the formula is less than 512 units, the damage ramp is flattened. As a result, the maximum damage you can have is 125% for Rocket Launchers, and 120% for Stickybomb Launchers, Syringe Guns, Righteous Bison, and Pomson 6000 (shown by the maroon offshoot in the graph). In short, these weapons gain less extra damage from the distance modifier at close range, but still suffer from the same long-range damage penalty as the other weapons.
Conversely, the distance modifier for the Scout's primary weapons (excluding the Shortstop) have an increased damage ramp at close range, maximising at 175% normal damage at point blank, but keep the same default damage ramp at ranges of 512 or greater.
Sticky bombs launched more than 5 seconds ago, Melee weapons, Flare Guns, Grenade Launchers (excluding the Loose Cannon, which is subject to falloff), Sniper Rifles, bows, and Flying Guillotine are all treated as being at 512 units for this formula. Flamethrowers, however, are affected by their own separately calculated modifier based on projectile lifetime.
Weapons that fire projectiles, like the Rocket Launcher and Direct Hit, apply the distance modifier to damage based on the distance between the attacker and the target at the moment the projectile hits a target. This means that the point from which the projectile was fired is irrelevant when considering damage dealt by that projectile; only the final position of the attacker and the target matter.
Splash modifier
The splash modifier is a number used for explosive weapons that do not connect directly with the target. Valve has not released the official stats for the splash damage falloff yet.
Self-damage reduction
Explosive weapons may deal less damage to the user than to enemies, depending on the situation. See the individual weapon pages for more information.
Critical modifier
Main article: Critical hit
Critical hits and mini-crits have two effects each.
A critical hit adds damage equal to 2 times the base damage, while a mini-crit adds 0.35 times the damage following falloff compensation.
Both critical hits and mini-crits check to see if the final distance is greater than 512: if it is, then any damage lost is offset by an equal increase in damage. The end result is that the weapon does not lose damage due to the distance modifier when the player is more than 512 units away; if the attack were not a crit or mini-crit, damage would continue to decrease out to 1024 units.
The extra damage added on by critical hits and mini-crits - including that from rampup or offsetting falloff - is of the 'critical' type instead of the weapon's standard type (e.g. bullet or explosive). This affects the calculation of damage resistances.
Note: A backstab deals 2 times the victim's current health, but, under normal conditions, it also always crits, increasing the damage to 6 times the victim's current health.
While active, the Battalion's Backup protects team members from critical hits and mini-crits, treating them as normal damage instead. The Vaccinator's protective shield blocks 100% of critical damage from attacks of the selected type.
Damage types
Each weapon has an associated type of damage that it deals. Some weapons can deal more than one damage type at once; for instance, the Cow Mangler 5000's charged shot deals explosive damage as well as fire afterburn damage.
Damage vulnerability, resistance, and blockingHighest Amount Of Dmg In Botw Walkthrough
A player may take a modified amount of damage due to certain items. These effects stack multiplicatively. 'X% damage vulnerability' multiplies that kind of damage by 100% then adding X%, and 'Y% damage resistance' multiplies that kind of damage by 100% then subtracting Y%; for example, the Chargin' Targe grants 30% explosive damage resistance, which means all incoming explosive damage is multiplied by 70%.
Because effects are stacked multiplicatively, combinations of effects result in a slightly different value than may be expected; for example, a Soldier with the Pain Train (10% bullet weakness) and an active Battalion's Backup (50% sentry resistance) has a combined resistance of 45% against Sentry bullets - as opposed to the 40% that would result from the effects being simply added together.
Some weapons imbue an effect which increases or decreases the damage received from certain types of weapons. These effects may either be applied as 'on wearer' (having the item equipped in the loadout) or 'while active' (actively wielding the item).
Update history
Highest Amount Of Dmg In Botw World
December 17, 2010 Patch (Australian Christmas)
Highest Amount Of Dmg In Botw 3
See also
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