rdfs:comment
| - Weapon damage is displayed as follows: xdy+z x represents the number of dice rolled, and y is the number of sides on the dice. So to get the base damage done by a successful non-critical hit by the weapon, the game generates x random numbers between 1 and y, then adds z. For ranged weapons, the mean damage value given by the ammo is also added on (thus, the bonus given by ammo is always constant). + values at the end of the item name, as conferred by enchant weapon scrolls, add 1 damage per point of enchantment, and a blessed weapon adds an additional 1 damage.
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abstract
| - Weapon damage is displayed as follows: xdy+z x represents the number of dice rolled, and y is the number of sides on the dice. So to get the base damage done by a successful non-critical hit by the weapon, the game generates x random numbers between 1 and y, then adds z. For ranged weapons, the mean damage value given by the ammo is also added on (thus, the bonus given by ammo is always constant). + values at the end of the item name, as conferred by enchant weapon scrolls, add 1 damage per point of enchantment, and a blessed weapon adds an additional 1 damage. The numbers in parentheses directly add to the percent chance to hit, and do not affect damage. Pierce is the percentage of the defense dice roll, determined by the target's PV, ignored during damage calculation; the direct percentage reduction from PV remains unaffected. For example, the <a href="/mediawiki/Equipment" title="Equipment">foreign</a> laser gun <cry gay="Gay"> +4 (2d11+1)(3) </cry> with ammo the <a href="/mediawiki/Equipment" title="Equipment">everlasting</a> <a href="/mediawiki/Energy_cell" title="Energy cell">energy cell</a> <unequaled halberd="Halberd"> 2d7+1 </unequaled> would randomly deal between 2 and 22 damage, plus 1, plus 4, plus 8 (the average from the ammo) for a total base damage somewhere from 15 to 35. It's worth noting that because the random numbers are between 1 and y, rather than 0 and y, weapons with high x values are often preferable to weapons with high y values, due to having higher minimum and average damage.
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