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(Changed example to use NA server content)
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[[Category:Game System]]
 
[[Category:Game System]]
 
[[File:Damage_Example.PNG|right|thumb|150px|Damage being dislayed]]
{{Incomplete}}
 
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[[File:Damage_Example.PNG|right|thumb|250px|Damage being dislayed]]
 
[[File:Critical_damage.png|right|thumb|250px|Critical damage and resisted critical damage]]
 
   
 
Damage is the actions of players, [[NPCs|NPC's]], and [[Monsters]] that "hurt" the opponent. Damage in game will show up as numbers. Red numbers are the damage you take, and will decrease your health bar. White numbers are physical hits through attacking, but not with skills. Yellow numbers represent the damage skills do. Any number with a <nowiki>"*" (Asterisk)</nowiki> is magical damage.
 
Damage is the actions of players, [[NPCs|NPC's]], and [[Monsters]] that "hurt" the opponent. Damage in game will show up as numbers. Red numbers are the damage you take, and will decrease your health bar. White numbers are physical hits through attacking, but not with skills. Yellow numbers represent the damage skills do. Any number with a <nowiki>"*" (Asterisk)</nowiki> is magical damage.
   
 
==How Damage Works==
 
==How Damage Works==
 
[[File:Critical_damage.png|right|thumb|150px|Critical damage and resisted critical damage]]
   
Damage is separated into two categories; Physical and Magical damage. Physical damage is dealt by hitting an enemy with your weapon or any physical force and Magical damage is dealt by hitting your enemy with a spell or mystic forces. Each of these are essential for any class and are otherwise important to have a fairly good amount of when it comes to fighting monsters. Classes such as the [[Warrior]] ([[Mercenary]] and [[Sword Master|Swordsman]]), [[Cleric]] ([[Paladin]]), [[Archer]] ([[Sharpshooter]] and [[Acrobat]]) tend to rely on physical damage, as opposed to the [[Sorceress]] ([[Elementalist]] and [[Mystic]]) and [[Cleric]] ([[Priest]]). However, a few of these classes have skills that rely on both Physical and Magical damage together, such as the [[Cleric]]s, [[Paladin]]s, [[Sword Master|Swordsmen]], [[Archer]]s, [[Acrobat]]s, and the [[Sharpshooter]]s.
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Damage is separated into two categories; Physical and Magical damage. Physical damage is dealt by hitting an enemy with a weapon or any physical force and Magical damage is dealt by hitting an enemy with a spell or mystic forces. . Classes such as the [[Warrior]] ([[Mercenary]] and [[Sword Master|Swordsman]]), [[Cleric]] ([[Paladin]]), [[Archer]] ([[Sharpshooter]] and [[Acrobat]]) tend to rely on physical damage, as opposed to the [[Sorceress]] ([[Elementalist]] and [[Mystic]]) and [[Cleric]] ([[Priest]]). However, a few of these classes have skills that rely on both Physical and Magical damage together, such as the [[Cleric]]s, [[Paladin]]s, [[Sword Master|Swordsmen]], [[Archer]]s, [[Acrobat]]s, and the [[Sharpshooter]]s.
   
 
== Skill Damage Formula ==
 
== Skill Damage Formula ==
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Skill Damage is calculated by the following formula:
 
Skill Damage is calculated by the following formula:
   
((Min + Max damage / 2) multiplied by ( Skill Damage percent in decimals )) added by damage bonus = Damage Output
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(Minimum + Maximum damage / 2) <nowiki>*</nowiki> Skill Damage percent in decimals + damage bonus = Damage Output
   
 
== Critical Damage ==
 
== Critical Damage ==
   
All attacks (unless otherwise stated) has a chance to deal critical damage, shown as a large yellow number. Critical hits deal 25% more damage and ignores defence and magic defence. The chance of dealing critical damage depends on the critical stat.
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All attacks (unless otherwise stated) has a chance to deal critical damage, shown as a large yellow number. Critical hits deal 25% more damage and ignore defense and magic defense. The chance of dealing critical damage depends on the critical stat.
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Critical damage can be resisted and deal reduced damage, shown as a large broken white number. Resisted critical deals 35% of the intended critical damage. The chance of resisting critical damage depends on the critical resistance stat.
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== Example of Skill Damage ==
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'''<center>Formula:</center> '''
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'''<center>(Minimum + Maximum damage / 2) <nowiki>*</nowiki> Skill Damage percent in decimals + damage bonus = Damage Output</center>'''
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[[File:DFormula-1.jpg|left|thumb|300px|This character's physical damage]]
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The Physical minumum damage is 407 and the Physical Maximum damage is 644. So (407 + 644) divided by two equals 526, rounded to the nearest whole number.
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(407 + 644) / 2 = 526
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Critical damage can be resisted and deal reduced damage as shown as a large broken white number. Resisted critical deals 35% of the intended critical damage. The chance of resisting critical damage depends on the critical resistance stat.
 
   
 
[[File:DFormula-2.jpg|left|thumb|300px|The skill's damage]]
= Example =
 
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<br><Br>
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Armor Break says it will use 155 percent of the character's damage and then add 172 to the total. Since a decimal is needed, it's converted into 1.55. Then using the physical damage of the character (which is 526), multiply by 1.55 and add 172 to the final number, which is 987 damage. This damage can be reduced further by the target's defense stat.
   
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(526) <nowiki>*</nowiki> 1.55 + 172 = 987 damage
{| border="0" style="0px 1px 0px;" style=" width="700px" cellpadding="10" cellspacing="0" align="center" text-align: "center;"
 
|[[File:DFormula-1.jpg|left|thumb|300px|Focus on the translated text]]
 
|This person's Physical Minimum damage is 671 and his Physical Maximum damage is 1122. So (671 + 1122) divided by 2 equals 897, rounded to the nearest whole number.
 
|-
 
|[[File:DFormula-2.jpg|left|thumb|300px|Focus on the translated text]]
 
|The skill says it will use 150% of your Physical Damage and add 172 on top of that. 150% is 1.5 in decimal form, so 897 multiplied by 1.5 equals 1346 rounded to the nearest number, added by 172 equals in total 1518. <br> <br> In total, this person would deal 1518 Physical Damage on an enemy target, not including negated damage by [[Defense]]
 
|}
 

Revision as of 21:35, 7 November 2011

Damage being dislayed


Damage is the actions of players, NPC's, and Monsters that "hurt" the opponent. Damage in game will show up as numbers. Red numbers are the damage you take, and will decrease your health bar. White numbers are physical hits through attacking, but not with skills. Yellow numbers represent the damage skills do. Any number with a "*" (Asterisk) is magical damage.

How Damage Works

Critical damage and resisted critical damage

Damage is separated into two categories; Physical and Magical damage. Physical damage is dealt by hitting an enemy with a weapon or any physical force and Magical damage is dealt by hitting an enemy with a spell or mystic forces. . Classes such as the Warrior (Mercenary and Swordsman), Cleric (Paladin), Archer (Sharpshooter and Acrobat) tend to rely on physical damage, as opposed to the Sorceress (Elementalist and Mystic) and Cleric (Priest). However, a few of these classes have skills that rely on both Physical and Magical damage together, such as the Clerics, Paladins, Swordsmen, Archers, Acrobats, and the Sharpshooters.

Skill Damage Formula

Skill Damage is calculated by the following formula:

(Minimum + Maximum damage / 2) * Skill Damage percent in decimals + damage bonus = Damage Output

Critical Damage

All attacks (unless otherwise stated) has a chance to deal critical damage, shown as a large yellow number. Critical hits deal 25% more damage and ignore defense and magic defense. The chance of dealing critical damage depends on the critical stat.

Critical damage can be resisted and deal reduced damage, shown as a large broken white number. Resisted critical deals 35% of the intended critical damage. The chance of resisting critical damage depends on the critical resistance stat.

Example of Skill Damage

Formula:

(Minimum + Maximum damage / 2) * Skill Damage percent in decimals + damage bonus = Damage Output


This character's physical damage

The Physical minumum damage is 407 and the Physical Maximum damage is 644. So (407 + 644) divided by two equals 526, rounded to the nearest whole number.

 (407 + 644) / 2 = 526


The skill's damage



Armor Break says it will use 155 percent of the character's damage and then add 172 to the total. Since a decimal is needed, it's converted into 1.55. Then using the physical damage of the character (which is 526), multiply by 1.55 and add 172 to the final number, which is 987 damage. This damage can be reduced further by the target's defense stat.

 (526) * 1.55 + 172 = 987 damage