

Game code depicting how the damage taken is calculated. But if armor is more than half of the damage, health lost = (Damage/(Armor*4))*Damage. If armor is less than half of raw damage, health lost = damage - armor. The modifier for weakness and resistance is as follows:Īrmor reduces damage taken from all damage types.

Players may also have weaknesses or resistances depending on their status effects and gear.

Enemies have weakness, resistance or immunity against different damage types. For example, to parry a strong attack that the player otherwise couldn't, by standing next to a tree to reduce the damage by 33%.Īll attacks have a damage type. Players can take advantage of this mechanic against these creatures. Most melee creatures do not have the multitarget penalty exceptions include but not limited to: Greydwarfs, Skeletons, Wolves. Most player weapons have the multitarget penalty exceptions are Swords (one-handed primary attack), Clubs (two-handed), Polearms (secondary attack) and Axes (two-handed primary attack). Pickaxes also deal reduced damage when the hitbox intersects the ground, even though hitting rock makes the ground unaffected by the pickaxe. This often causes reduced damage when attacking enemies on a higher ground. Trees, rocks, and ground also count as a valid target, even if not using tools that can damage them. However the total damage will be 33.3% higher than when hitting a single target. Damage is calculated with the following formula:ĭ a m a g e = l i s t e d d a m a g e ⋅ s k i l l f a c t o r ⋅ m u l t i p l i e r s
