Skip to main content

Damage Calculation

Base Weapon Damage

First there is the Base Weapon Damage. This part of the calculation is what is listed on a player's character sheet for the weapon. This will read as XdY+F, where X is the number of dice rolled, Y is the type of dice rolled, and F is the Base Flat Damage. XdY is referred to elsewhere in the rules as the Base Rolled Damage. So then the Base Weapon Damage is [Base Rolled Damage]+[Base Flat Damage].

For example:

Nodachi

Damage:

P: 2d10+4 (6-24)

S: 3d10+4 (7-34)

C: N/A

B: N/A

Delay: 5

Modifier: AGI

Here, the Base Weapon Damage for the Nodachi's Slashing category is 3d10+4. However, this is a basic weapon. What if a Blacksmith, Fletcher, or other profession has altered the weapon at creation? For purposes of use in damage calculation, this is still considered an alteration to the Base Weapon Damage. Here is an example of how significantly a skilled Blacksmith can alter the Nodachi listed above:

Carnifex

Damage:

P: 2d10+15

S: 3d10+15

C: N/A

B: N/A

Delay: 5

Modifier: AGI

Traits:

      • Swiftness
      • Impact
      • Mastercraft

The Base Weapon Damage listed in the Slashing category is now 3d10+18. There are several aspects which have contributed to the new damage calculation.

First there is the contribution from the materials used to craft the weapon. Oscite, when used to craft a weapon, contributes the following alterations:

Oscite

Damage modification:

P: +3

S: +3

C: +1

B: -3

There is also then the contribution from the roll-under effect of the Blacksmith when using Smith. Here the Blacksmith rolled far enough to under to add +5 Base Flat Damage.

After this, the Blacksmith applies Hone III:

Hone III

May affix a +3 damage to any melee weapon.  This cannot be placed on top of another Hone, it replaces it.

So after this, we get the Base Flat Damage by adding together these contributions.

[Base Flat Damage] = [Listed Flat Damage] + [Material Contribution] + [Blacksmith Roll-Under Bonus] + [Hone III] + [Traits]

[Base Flat Damage] = 4+3+5+3 = 15

[Base Weapon Damage] = [Base Rolled Damage] + [Listed Flat Damage] + [Material Contribution] + [Blacksmith Roll-Under Bonus] + [Hone III] + [Some Traits]

All of this, however, is ignoring the contribution of the wielder. So now let us consider a second factor: wielder contributions.

Equipped Weapon Damage

From here, we must consider the weapon when it is actually used. We could extend the formula to [Base Weapon Damage] + [Primary Mod] + [Some Traits] + [Feats] + [Skill Perks].

The Primary Mod is the damage which is added to the attack damage equal to the modifier for the Primary Statistic listed on the weapon. There are then also the Traits on the weapon. There are also the effects of Feats. And there are also effects from Skill Perks.

Let us continue our analysis by using Carnifex.

Carnifex

Damage:

P: 2d10+15

S: 3d10+15

C: N/A

B: N/A

Delay: 5

Modifier: AGI

Traits:

      • Swiftness
      • Impact
      • Mastercraft

We can see here the Carnifex has Swiftness, Impact, and Mastercraft. All of these will be factored in when considering Equipped Weapon Damage. 

Swiftness = 2*[Primary Mod]

Impact = 1/2*[Base Rolled Damage]

Mastercraft = 1/2*[Weapon Skill]

When the weapon is swung, the damage will be considered as the following:

[Equipped Weapon Damage] = [Base Weapon Damage] + 2*[Primary Mod] + 1/2*[Base Rolled Damage] + 1/2*[Weapon Skill]

All of the additional added damage other than the Base Weapon Damage is to be considered Equipped Flat Damage.

Note that Equipped Flat Damage will differ for every weapon and based on every wielder's unique contributions.

So, for this weapon:

[Equipped Flat Damage] = 2*[Primary Mod] + 1/2[Base Rolled Damage] + 1/2[Weapon Skill]

And ultimately:

[Equipped Weapon Damage] = [Base Weapon Damage] + [Equipped Flat Damage]

This is then where critical damage is calculated. Critical damage is:

2*[Equipped Weapon Damage]

So we will call this final quantity On-Strike Damage

[On-Strike Damage] = [Critical Multiplier]*[Equipped Weapon Damage]

Then to determine the final damage, we have to figure in the target's armor reductions, which we will call Target Protections. This final damage quantity, we will call Damage Dealt. This is what is deducted from the target's health pool.

[Damage Dealt] = [On-Strike Damage] - [Target Protections]