Template:Damage

WIP

Trying to calculate Approximate Damage with a template. Right now it is kind of user reliant, but...

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

=


 * "ceil" is the "Ceiling" function, which rounds the number upwards.

How to Use:


 * You MUST imput a value for all parameters, the calculation won't work otherwise and there is no way I could make a template which can guess what a typical value for any of those things is.


 * 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 Rank - 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) Net Armor Penetration - see Armor penetration for how to calculate. If no armor penetration, use 1.
 * 7) Net Armor Bonus or Penalty - from weapon upgrades, inscription, insignia, shields, foci, skills, resistances, etc...see Armor level for how to calculate.


 * The template will output the approximate damage dealt. Note that if you have access to a graphing calculator or some math software such as MAPLE, you can calculate this equation and set Base AL, Net Armor Penetration, Net Armor Bonus or Penalty, Level, or Base Damage Rating equal to a variable. This allows you to calculate how much damage you'd do based on that parameter changing...


 * 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 of course)
 * Other effects like Protective Spirit, Reversal of Fortune, Thirst of the Drought, Deathbane mod, etc. can also change the damage. But most of these are calculated at the very end of the whole process.
 * Things which "ignore armor" basically skip straight to the end of the process where you check for "other effects". (I think?)