Damage calculation

Damage in Guild Wars results from actions taken by attackers that subtract a portion of a defender's health. This definition includes many attacks or skills (including spells) but does not include health degeneration, life stealing, or sacrifices.

When an attacker attempts to damage a target, the following is factored in:
 * The damage type, such as Fire or Blunt. The amount of damage done may vary due to the defender's armor and resistances to that damage type.
 * The attacker's ability to inflict the damage.
 * The target's ability to resist this damage.
 * Bonuses on both sides. An attacker may have bonuses that augment the damage and the target may have bonuses that reduce the damage.

Damage Types
There are many individual damage types, and two meaningful damage type categories, Elemental and Physical. * Judge's Insight is the sole exception where Holy damage does not ignore armor.

Damage Groups
It is useful to classify damage into damage groups (especially for PvP).
 * Spike damage
 * Damage over time

A Simplified Damage Calculation
''Note: For simplicity, on this page the term attack describes any attempt to damage an opponent. However, whenever the word "attack" is used in skill descriptions, it refers to the attack action.''

There are many different factors to consider while calculating damage. To avoid confusion, this section presents a simplified damage calculation which only takes into consideration the more common factors.

The Approximate Damage (ApproxD) depends on the Base Damage (BD) and the Armor Effect (AE).
 * '''ApproxD = BD &times; AE;

For attacks that ignore armor, AE is set to 1.

Base Damage
Skill-based attacks (like Shock) have a specific base damage (BD) value indicated in the skill description.

Weapons attacks select BD each time uniformly from the damage range of the weapon. For weapons that have an attribute requirement on their damage range, there is actually another hidden range used for when the attacker does not meet the requirement. The hidden range is always lower than the display range, and varies randomly from weapon to weapon.

Effective Damage
The Effective Damage (ED) considers all the Damage Modifiers that were dropped when calculating the Approximate Damage. The ED depends on the Base Damage (BD), various Damage Modifiers (D*), and the Armor Effect (AE).


 * ED = [([BD &times; DEnhance &times; AE &times; DScale] + DShift) &times; DMult] + DNeg

Again, for attacks that ignore armor, AE is set to 1, essentially removing it from the equation.

Damage Cap and Redirection
Certain enchantments will restrict the maximam damage the target can receive, or redirect some of the damage away from the target, thus making the received damage less than the Effective Damage. Cap is always applied before redirection.

Illustrative Examples
[examples and graphs to be added]