Template:Damage

(If you see 1, this template is evaluating properly - 1 raw damage at 60AL should deal 1 damage.)

How to Use
Put in your own values for as many parameters as are relevant to your calculation. Note that you can put them in any order as long as you spell them correctly. The default values are the following, you can leave those out if they are the same as what you are using:


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

Explanation of each parameter:


 * 1) Critical - enter 1 if a critical hit, otherwise leave blank.
 * 2) Raw Damage is what the skill description, base weapon damage, base pet damage, base minion damage, etc. is before any modifiers. Attack skills are not raw damage - see "Shift" below.
 * 3) Base Damage Rating for casters is 3 times Level. For noncasters it is 5 times Weapon Attribute. However, if you are using Traps, put 0 instead.
 * 4) Attribute - remember to account for Runes, Weakness, Golden Egg, etc. For damage from spells, leave this blank.
 * 5) Level - self explanatory. For damage from spells, leave this blank.
 * 6) 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.
 * 7) Armor Penetration - see Armor penetration for how to calculate, and enter as a decimal. If no armor penetration, use 0.
 * 8) Armor Bonus (or Penalty) - from weapon upgrades, inscription, insignia, shields, foci, skills, resistances, etc...see Armor level for how to calculate.
 * 9) Scalar is things like +20% Customized, Life Attunement, Deathbane mods...
 * 10) 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)
 * 11) Multiplier is certain skill effects on the target, things like Frenzy (2.00 times damage) or Aura of the Lich (0.5 times damage).
 * 12) Negator is things like Reversal of Fortune, Reversal of Damage, and Mark of Protection. Imput how much damage gets negated.

Notes


 * This template is not guaranteed for complete accuracy. Remember that the best way to actually calculate damage is to go and do it yourself in Guild Wars.
 * Remember that most bosses and a few other creatures outside the Prophecies campaign will cause "double damage". (multiplier = 2.00, roughly)
 * 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*ceiling(Attribute-(Level/2)+2)))-(Base AL(1-Armor Penetration)+Armor Bonus))/40)


 * 3*ceiling(Attribute-(Level/2)+2)) only applies to weapons, that is why for using spells you set attribute to 12 - so this section of the math cancels to zero.

=

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).