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Weapon Damage Factors

Posted: Thu Sep 30, 2021 10:08 pm
by Karjus
I decided to do some testing in regards to damage. All these numbers have been taken from 100% endrolls, to try and avoid rounding errors. They've also all been ones that have no innate material sharpness (iron or copper), and have had no natural buff due to being keen edged (as long as it isn't dull, or keen-edged, it has 0% bonus here). They've also been done with a character without the strength attribute, surge of strength active, or with anything other than a standard attack. Weapons have been swung multiple times to get rolls for each damage types they cause to see if there has been a difference. Will edit below if I find someway to actually do tables on here.
  • Ball-and-Chain - 0.8
  • Cutlass - 0.85
  • Cooking Knife - 0.45 (0.56*)
  • Dagger -0.75
  • Forging Hammer - 0.65 (0.81*)
  • Gaff 1h - 0.42 (0.52*)
  • Gaff 2h - 0.65 (0.81*)
  • Glaive - 0.9
  • Greatsword - 0.9 (SLASH - 1.0)
  • Handaxe 1h - 0.68
  • Handaxe 2h - 0.8
  • Hatchet - 0.7
  • Falchion - 0.85
  • Logging Axe - 0.9 (0.9*)
  • Longsword 1h - 0.73 (SLASH - 0.75)
  • Longsword 2h - 0.87 (SLASH - 0.9)
  • Mace 1h - 0.68
  • Mace 2h - 0.8
  • Mallet - 0.4 (0.5*)
  • Pickaxe 1h - 0.63 (0.76*)
  • Pickaxe 2h - 0.75 (0.9*)
  • Pipe-Wrench - 0.7 (0.87*)
  • Poleaxe - 0.9
  • Polehammer - 0.9
  • Quarterstaff - 0.76
  • Rapier - 0.8
  • Scythe - 0.9
  • Shortsword - 0.8
  • Shovel - 0.6 (0.75*)
  • Skillet - 0.4 (0.5*)
  • Sickle - 0.6 (0.75*)
  • Spear 1h - 0.52
  • Spear 2h - 0.8
  • Stiletto - 0.75
  • Torch - 0.4 (0.5*)
  • Warhammer 1h - 0.68
  • Warhammer 2h - 0.8
  • Warmaul - 0.9
  • Work Hammer - 0.5 (0.62*)
  • Unarmed Strike - 0.4
Additional Factors
  1. Numbers with an * include the damage bonus for Marauder's Improvised Weapon Proficiency.
  2. Lit Torches - Fire Damage seems random, and is not tied to the endroll
  3. Logging axe doesn't seem to have a damage improvement for Marauder IWP.
  4. When a weapon hits with the "Slash" damage type, it gets an extra 0.1 DF to the base for damage calculations. A Greatsword and Longsword gets an additional bonus on top of that.
Thrown Weapons (PLEASE NOTE THIS SECTION IS CURRENTLY OUTDATED)
From testing, can confirm that the Strength Attribute and Inner Strength does not increase hurled DF, but it will assist when they're used in melee. The Keen-Edged and Sharpness bonuses do effect the weapons that can gain them however. The number in brackets is for when the weapon is used in melee.
  • Javelin - 1.12 (0.75)
  • Throwing Axe - 0.62 (0.5)
  • Throwing Hammer - 0.62 (0.5)
  • Throwing Knife - 0.31 (0.25)


Ranged Weapons
From testing, can confirm that the Strength Attribute and Inner Strength does not increase ranged DF.
  • Crossbow - 0.72
  • Flatbow - 0.8
  • Longbow - 0.9
  • Shortbow - 0.7
  • Sling - 0.8
Sorcery
This deserves its own little section on its own. I struggled to cause Cold damage with 3 channels open, so could not get results there.
  • 1 Channel - 0.7 Nether, 0.2 Cold
  • 2 Channels - 0.9 Nether, 0.4 Cold
  • 3 Channels - 1.2 Nether
Attack Factors
  1. Mighty Blow - 50% bonus to DF. IE, a Warhammer 2h becomes 1.27 while a Warmaul becomes 1.35.
  2. Inner Strength - 20% bonus to DF. IE, a Shortsword becomes 0.96, while a Polehammer becomes 1.08.
  3. Strength Attribute - 20% bonus to DF. IE, a Shortsword becomes 0.96, while a Polehammer becomes 1.08.
Mounted Factors
Charge - 85% bonus to DF.

Additional Weapon Factors
  1. Keen-Edge - 20% bonus to DF. IE, a Shortsword becomes 0.96 while a Glaive becomes 1.08.
  2. Material Sharpness - X% bonus to DF based on the Sharpness factor.
Ambush Bonus
  • Ambush Bonus - X% bonus to DF based on Ambush factor
These separate categories are additive, but multiplicative with each other. IE, an attack from a character with Inner Strength and Strength Attribute with a Warmaul would have a DF of (0.9 x (1 + 0.2 + 0.2)) for a total DF of 1.26. The bonus for Slash damage is applied before these. A character attacking from ambush with a dagger and landing a non-slash hit, and the Strength attribute would have a DF of (0.75 x (1 + 0.2) x (1 + 0.4)) for a total DF of 1.26.

For a full formula, it would be:
(Weapon DF + Slash Bonus) x (1 + Material Sharpness + Keen-Edge) x (1 + Mighty Blow + Strength + Inner Strength) x (1 + Ambush) x (1 + Charge))

Re: Weapon Damage Factors

Posted: Fri Oct 01, 2021 10:20 am
by Karjus
-Updated main post with non-Marauder DFs
-Updated main post to include bonus for Mighty Blow, Strength, and Surge of Strength information.
-Updated main post to include Sorcery

Re: Weapon Damage Factors

Posted: Sat Oct 09, 2021 7:57 am
by Karjus
-Updated main post with Keen-Edge bonus
-Updated main post with Ranged weapons
-Updated main post with Thrown weapons
-Updated main post with a few more weapon types for melee.

Re: Weapon Damage Factors

Posted: Tue Oct 12, 2021 1:02 am
by saladbowl
I can't use private messages, so I'm posting them here. Here's the important stuff:
  • Cooking knife - 0.45 (0.56*)
  • Forging hammer - 0.65 (0.81*)
  • Logging axe - 0.9 (0.9*)
  • Mallet - 0.4 (0.5*)
  • Pickaxe 1h - 0.63 (0.76*)
  • Pickaxe 2h - 0.75 (0.9*)
  • Quarterstaff - 0.76
  • Shovel - 0.6 (0.75*)
  • Skillet - 0.4 (0.5*)
  • Torch - 0.4 (0.5*)
  • Work hammer - 0.5 (0.62*)
  • Unarmed strike - 0.4
Here's my testing.

Re: Weapon Damage Factors

Posted: Tue Nov 23, 2021 7:50 am
by Karjus
Updated to include Saladbowl's numbers (Thank you very much for those!)
Did a little testing to see if Fire damage from torches was tied at all to endrolls. It is not.

Re: Weapon Damage Factors

Posted: Tue Feb 15, 2022 11:08 pm
by Karjus
Updated to fix the Handaxe 1-handed DF.
Updated to include Greatsword DF and its bonus. (Confirmed suspicions with Rias before posting.)
Updated to include Material Sharpness bonus.
Updated to include Slash DF bonus.

Re: Weapon Damage Factors

Posted: Sat Mar 26, 2022 7:17 pm
by Marcuson
I've done a bit of poking around, and there are some more improvised weapons available, most of them player-crafted, that I'm curious about the DF values about, if someone is willing to test them.

cane
crossbow stock
cudgel
fence post
fence rail
hoe
large branch
large haft
medium branch
pine-knot torch (probably not different from the other torch)
pole
scythe haft
shillelagh
small haft
walking-stick
whittled spear

If you need help with acquiring copies of them, let me know. There are probably even more improvised weapons I've overlooked.

Re: Weapon Damage Factors

Posted: Wed Apr 13, 2022 12:41 pm
by jerc
I tested the nether-oozing fist. DF appears to be 0.4 bludgeon / 0.2 nether regardless of number of sorcery channels open.

Re: Weapon Damage Factors

Posted: Thu May 12, 2022 11:05 am
by Karjus
-Updated Longsword Damage
-Updated Weapon formula, discovered difference in bonus factor stacking.

Re: Weapon Damage Factors

Posted: Fri May 13, 2022 9:36 pm
by Pendulum
I wonder if anyone tested for all the energy cost factors for each weapon, too.