Template:Damage

(If you see 1.2311444133449, this template is evaluating properly.)

How to Use
Put in your own values for as many parameters as are relevant to your calculation. The default values are the following, you can leave those out if they are the same as what you are using:


 * 1) Raw Damage - 1
 * 2) Base Damage Rating - 60
 * 3) Attribute - 12
 * 4) Level - 20
 * 5) Base AL - 60
 * 6) Armor Penetration - 0
 * 7) Armor bonus - 0
 * 8) Scalar - 1.00
 * 9) Shift - 0
 * 10) Multiplier - 1.00
 * 11) Negator - 0

Explanation of each parameter:


 * 1) Raw Damage is what the skill description, base weapon damage, etc. is before any modifiers.
 * 2) Base Damage Rating for casters is 3 times Level. For noncasters it is 5 times Weapon Attribute.
 * 3) Attribute - remember to account for Runes, Weakness, Golden Egg, etc.
 * 4) Level - self explanatory.
 * 5) Base AL is armor before any additions, penalties, or modifiers. For players with max armor, that is 60, 70, or 80 based on your Profession.
 * 6) Armor Penetration - see Armor penetration for how to calculate. If no armor penetration, use 1.
 * 7) Armor Bonus or Penalty - from weapon upgrades, inscription, insignia, shields, foci, skills, resistances, etc...see Armor level for how to calculate.
 * 8) Scalar is things like +20% Customized, Life Attunement, Deathbane mods...Note that weapon bonuses only apply to the weapon's base damage, though (i.e. the base 15-22 damage on a Sword, not your 50+ damage Dragon Slash). So you will actually have to perform two separate calculations - one for the multipliers on the base weapon damage, and then add that to the other damage to get the raw damage for the calculation.
 * 9) Shift is things like Strength of Honor (+1...13 damage in melee), "+x damage", and Runes of Absorption (-2 on Physical). Shielding Hands does not count - it applies after ALL other calculations. Things which are "x additional damage" like Conjure Flame count as a separate packet and so don't count for this equation. (There are some skill anomalies here though - be careful)
 * 10) Multiplier is certain skill effects on the target, things like Frenzy (2.00 times damage) or Aura of the Lich (0.5 times damage).
 * 11) Negator is things like Reversal of Fortune, Reversal of Damage, and Mark of Protection. Imput how much damage gets negated.

Notes


 * Remember that most bosses and a few other creatures outside the Prophecies campaign will cause double damage.
 * On a Critical hit, add +20 after Attribute Rank-(Level/2)+2.
 * For Traps, Base Damage Rating equals zero. (because they are not "caster" nor "weapon attribute" - a Dust Trap at 12 Wilderness Survival will deal the same damage whether it is used by a Level 17 or a Level 30 mob. Except bosses outside of Prophecies.)
 * Other effects like Protective Spirit or Life Bond can also change the damage. But most of these are calculated at the very end of the whole process.
 * Things which "ignore armor" - these deal the Raw Damage, period, so don't bother using the template then.
 * If you have access to a graphing calculator or some math software such as MAPLE, and you know all the variables except one, you can calculate this equation and set one parameter equal to a variable. This allows you to calculate how much damage you'd do based on that parameter changing, so you can for example get a damage progression chart for being hit by Lightning Strike at 20 Air Magic with various AL., etc.
 * Please visit the damage calculation page for a more complete, thorough, and technical explanation of everything, as well as some examples of calculations.

Background
The full damage calculation equation, minus after-effects, which the user can do themselves, is...

((Raw Damage)(2^(((Base Damage Rating+3(Attribute-(Level/2)+2))-(Base AL(1-Armor Penetration)+Armor Bonus))/40))

=

Approximate Damage. And then

= Final damage. In Wikicode, the whole thing is:


 * "ceil" is the "Ceiling" function, which rounds the number upwards (towards zero in this case).