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{{DisambigMsg|how damage is calculated|the definition|Damage}}
{{split|Damage|damage calculation}}
 
 
{{research}}
 
{{research}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
{{TOCright}}
 
{{TOCright}}
 
==A Simplified 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 [[attack]]s or [[skill]]s (including [[spell]]s) but does '''not''' include [[health degeneration]], [[life stealing]], [[sacrifice]], or health reduction caused by skills such as [[Infuse Health]] or [[Illusion of Weakness]].
 
 
''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.''
 
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 specific 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.
 
 
== 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.
 
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.
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For damage that ignores armor, AE is set to 1.
 
For damage that ignores armor, AE is set to 1.
   
  +
A level 20 character will do the damage stated in the skill description to a character with 60 armor. A level 20 character with 12 in a weapon attribute will do the stated weapon damage to a character with 60 armor.
 
===Raw Damage===
 
===Raw Damage===
Skill-based offense (like [[Shock]]) have a specific raw damage (RD) value indicated in the skill description.
+
Skill-based offense (like [[Shock]]) has a specific raw damage (RD) value indicated in the skill description.
   
Weapons attacks select RD 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 (see [[Weapon#Linked Attribute|here]] for details).
+
Weapon attacks select RD 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 (see [[Weapon#Linked Attribute|here]] for details).
   
 
{{:Damage/Armor effect}}
 
{{:Damage/Armor effect}}
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==Notes==
 
==Notes==
 
Every 8 ranks in a physical damage attribute thus doubles the net noncaster damage caused; similarly, every 13 character levels doubles caster damage. The accounting per rank or level is as follows: every rank in attack attributes scales the damage by exactly a factor of 2<sup><sup>(1/8)</sup></sup> (roughly 9%), and every character level scales the caster damage by 2<sup>3/40</sup> (roughly 5.33%). Note that the effect of cumulative ranks or levels is ''compounded''; for example, 5 ranks in an attack attribute doesn't increase damage by 45%, but by (1.09<sup><sup>5</sup></sup> - 1) &times; 100 &asymp; 53%.
Every 8 ranks in a physical damage attribute thus doubles the net noncaster damage caused;
 
similarly, every 13 character levels doubles caster damage. The accounting per rank or level is as follows: every rank in attack attributes scales the damage by exactly a factor of 2<sup><sup>(1/8)</sup></sup>
 
 
(roughly 9%), and every character level scales the caster damage by 2<sup>3/40</sup> (roughly 5.33%). Note that the effect of cumulative ranks or levels is ''compounded''; for example, 5 ranks in an attack attribute doesn't increase damage by 45%, but by (1.09<sup><sup>5</sup></sup> - 1) &times; 100 &asymp; 53%.
 
   
 
It is important to keep in mind that certain skills such as [[Greater Conflagration]] and [[Judge's Insight]] change the damage type, and therefore can have an effect on AR bonuses or DR calculation. The articles on these skills explain their damage type changes in more detail. Only in the early [[PvE]] game, advanced PvE areas, or in exceptional situations is the EffectiveAR actually less than the EffectiveDR, so the AE generally always ''reduces'' the effective damage. The philosophy behind the AE scale can be seen as follows: in the prototypical case where the attacker and target are roughly equal [[PvP]] players, the attacker's ranked 12 noncaster attack or normal caster attack at character level 20 will exactly negate the target's EffectiveAR of 60 (standard for all spell caster PvP armor).
 
It is important to keep in mind that certain skills such as [[Greater Conflagration]] and [[Judge's Insight]] change the damage type, and therefore can have an effect on AR bonuses or DR calculation. The articles on these skills explain their damage type changes in more detail. Only in the early [[PvE]] game, advanced PvE areas, or in exceptional situations is the EffectiveAR actually less than the EffectiveDR, so the AE generally always ''reduces'' the effective damage. The philosophy behind the AE scale can be seen as follows: in the prototypical case where the attacker and target are roughly equal [[PvP]] players, the attacker's ranked 12 noncaster attack or normal caster attack at character level 20 will exactly negate the target's EffectiveAR of 60 (standard for all spell caster PvP armor).
   
The AE equation gives us a handy rule of thumb: every 40 increase (decrease) in EffectiveAR halves (doubles) the amount of normal damage (i.e., damage not caused by armor ignoring attacks). A Warrior with 100 armor against physical damage being whacked by a sword will take half as much damage as any 60 armor Elementalist being whacked by the same sword. Skills such as [[Healing Signet]] temporarily reduce AR by 40, which translates to double damage for normal attacks. An increase of approximately 16 armor would correspond to taking 75% damage. (Many ranger armors such as [[Drakescale Armor|Drakescale]] or [[Frostbound Armor]] give AR bonuses of +15.)
+
The AE equation gives us a handy rule of thumb: every 40 increase (decrease) in EffectiveAR halves (doubles) the amount of normal damage (i.e., damage not caused by armor ignoring attacks). A Warrior with 100 armor against physical damage being whacked by a sword will take half as much damage as any 60 armor Elementalist being whacked by the same sword. Skills such as [[Healing Signet]] temporarily reduce AR by 40, which translates to double damage for normal attacks. An increase of approximately 16 armor would correspond to taking 75% damage. (Many ranger [[insignia]] such as Pyrebound or Frostbound give AR bonuses of +15.)
   
   
Consider a Mesmer, an Elementalist, and a Ranger being hit by the same attribute level 16, caster level 20 [[Fireball]]. The Mesmer with only 60 armor takes all 119 damage. The Elementalist has [[Pyromancer's Armor]] with 75 armor against fire and takes 92. The Ranger wears [[Druid's Armor]] which has 100 armor against elemental damage so he takes 60 damage.
+
Consider a Mesmer, an Elementalist, and a Ranger being hit by the same attribute level 16, caster level 20 [[Fireball]]. The Mesmer with only 60 armor takes all 119 damage. The Elementalist has Pyromancer's insignia with 75 armor against fire and takes 92. The Ranger wears Pyrebound insignia for 100 armor against elemental damage so he takes 60 damage.
   
 
==Illustrative Examples==
 
==Illustrative Examples==
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===A Simple Example===
 
===A Simple Example===
   
You are a Warrior, with 16 Swordmastery and wielding a Vampiric Longsword of Fortitude, attacking a Monk, who has 70 armour (either from Blessed Insignia or Stalwart Insignia), with a normal attack.
+
You are a Warrior, with 16 Swordsmanship and wielding a Vampiric Longsword of Fortitude, attacking a Monk, who has 70 armor (either from a Blessed Insignia or Stalwart Insignia), with a normal attack.
   
 
====Raw Damage====
 
====Raw Damage====
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====Damage Rating====
 
====Damage Rating====
 
Using the second formula,
 
Using the second formula,
:'''DR<sub><sub>noncaster</sub></sub> = 5 &times; Rank'''; &nbsp; if Rank <= Threshold
+
:'''DR<sub><sub>noncaster</sub></sub> = 5 × Rank'''; if Rank &lt;= Threshold
:'''DR<sub><sub>noncaster</sub></sub> = 5 &times; Threshold + 2 &times; (Rank-Threshold)'''; &nbsp; if Rank > Threshold
+
:'''DR<sub><sub>noncaster</sub></sub> = 5 × Threshold + 2 × (Rank-Threshold)'''; if Rank &gt; Threshold
 
:'''Threshold<sup>1</sup> = Level /2 + 2'''
 
:'''Threshold<sup>1</sup> = Level /2 + 2'''
   
Your rank in Swordmastery exceeds the threshold (which is 12 for a level 20 character), so your Damage Rating is '''DR<sub><sub>noncaster</sub></sub> = 5 &times; Threshold + 2 &times; (Rank-Threshold) = 5 &times; 12 + 2 &times; 4 = 68'''
+
Your rank in Sword Mastery exceeds the threshold (which is 12 for a level 20 character), so your Damage Rating is '''DR<sub><sub>noncaster</sub></sub> = 5 × Threshold + 2 × (Rank-Threshold) = 5 × 12 + 2 × 4 = 68'''
   
 
====Armor Rating====
 
====Armor Rating====
The monks BaseAR is 60 - standard caster armour.
+
The monks BaseAR is 60 - standard caster armor.
   
She is using Stalwart (or Blessed) Insignia, but she is not using any +armour mods on her weapon, so her ARShift is +10. You have no armour penetration.
+
She is using Stalwart (or Blessed) Insignia, but she is not using any +armor mods on her weapon, so her ARShift is +10. You have no armor penetration.
   
   
Her Armour Rating is '''EffAR = BaseAR &times; (1 - NAP) + ARShift = 60 + 10 = 70'''
+
Her Armor Rating is '''EffAR = BaseAR &times; (1 - NAP) + ARShift = 60 + 10 = 70'''
   
Using the formula for Armour Effect, '''AE = 2<sup><sup>(EffDR - EffAR)/40</sup></sup> = 2<sup><sup>(68 - 70)/40</sup></sup> = 2<sup><sup>(-2)/40</sup></sup>'''
+
Using the formula for Armor Effect, '''AE = 2<sup><sup>(EffDR - EffAR)/40</sup></sup> = 2<sup><sup>(68 - 70)/40</sup></sup> = 2<sup><sup>(-2)/40</sup></sup>'''
   
   
Using a calculator (or the [[Damage Rating progression|chart]]), gives an Armour Effect of 96%. Which takes us all the way back to the first equation. Your Approximate Damage is '''(15-22) &times; 96% = (14 - 21)'''. Not very spectacular, but it's the process that is important.
+
Using a calculator (or the [[Damage Rating progression|chart]]), gives an Armor Effect of 96%. Which takes us all the way back to the first equation. Your Approximate Damage is '''(15-22) &times; 96% = (14 - 21)'''. Not very spectacular, but it's the process that is important.
   
 
===An Unnecessarily Complicated Example===
 
===An Unnecessarily Complicated Example===
   
You are a Warrior, with 16 Axe Mastery and 10 Strength this time and wielding a Sundering Chaos Axe of Fortitude, attacking a Monk, who has 70 armour and is under the effect of [[Dark Escape]]. Your first attack is [[Executioner's Strike]], followed by [[Critical Chop]].
+
You are a Warrior, with 16 Axe Mastery and 10 Strength this time and wielding a Sundering Chaos Axe of Fortitude, attacking a Monk, who has 70 armor and is under the effect of [[Dark Escape]]. Your first attack is [[Executioner's Strike]], followed by [[Critical Chop]].
   
 
:'''ED = [([RD &times; DScale &times; AE] + DShift) &times; DMult] + DNeg'''
 
:'''ED = [([RD &times; DScale &times; AE] + DShift) &times; DMult] + DNeg'''
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====The First Attack (Executioner's Strike)====
 
====The First Attack (Executioner's Strike)====
   
=====Armour Effect=====
+
=====Armor Effect=====
As before, you have a Damage Rating of 68 (at level 20 and 16 weapon mastery), but the Armour Rating has changed, due to armour penetration. Your Sundering prefix does not trigger.
+
As before, you have a Damage Rating of 68 (at level 20 and 16 weapon mastery), but the Armor Rating has changed, due to armor penetration. Your Sundering prefix does not trigger.
   
The new Armour Rating is '''EffAR = BaseAR &times; (1 - NAP) + ARShift = 60 &times; (1 - 0.10) + 10 = 64'''
+
The new Armor Rating is '''EffAR = BaseAR &times; (1 - NAP) + ARShift = 60 &times; (1 - 0.10) + 10 = 64'''
   
Which gives a total Armour Effect of 107%.
+
Which gives a total Armor Effect of 107%.
   
 
=====Damage Scale=====
 
=====Damage Scale=====
Your axe does +15% from its inscription and +20% damage from customisation, for a total Damage Scale of 38%.
+
Your axe does +15% from its inscription and +20% damage from customization, for a total Damage Scale of 38%.
   
 
=====Damage Shifter=====
 
=====Damage Shifter=====
You have no external damage bonus other than your attack skill, like Strength of Honour or Order of Pain, so the Damage Shifter is +42.
+
You have no external damage bonus other than your attack skill, like [[Strength of Honor]] or [[Order of Pain]], so the Damage Shifter is +42 (level 16 on Executioner's Strike).
   
 
=====Damage Multiplier=====
 
=====Damage Multiplier=====
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====The Second Attack (Critical Chop)====
 
====The Second Attack (Critical Chop)====
   
  +
=====Armor Effect=====
  +
As before, you have a Damage rating of 68, and the Monk's Armor Level is still the same. But this time, the Sundering Prefix triggers.
  +
So we have a new Armor Rating: '''EffAR = BaseAR &times; (1 - NAP) + ARShift = 60 &times; (1 - 0.30) + 10 = 52'''
   
  +
This gives a total Armor Effect of 132%. To avoid any inaccuracies we will use the exact term: 2<sup>0.4</sup>
{{section-stub}}
 
  +
  +
=====Damage Scale=====
  +
Your axe does +15% from its inscription and +20% damage from customisation, for a total Damage Scale of 38%.
  +
  +
=====Damage Shifter=====
  +
You have no external damage bonus other than your attack skill, like Strength of Honor or Order of Pain, so the Damage Shifter is +21 (level 16 on Critical Chop).
  +
  +
=====Damage Multiplier=====
  +
[[Dark Escape]] gives the monk a Damage Multiplier of 1/2.
  +
  +
=====Damage Negator=====
  +
None
  +
  +
=====Effective Damage=====
  +
The raw damage for your axe is 6-28, giving a final formula of '''ED = [([RD &times; DScale &times; AE] + DShift) &times; DMult] + DNeg'''
  +
  +
  +
The minimum damage is '''ED = [([6 &times; (1.20 &times; 1.15) &times; 2<sup>0.4</sup>] + 21) &times; 0.5] + 0 = 16
  +
  +
The maximum damage is '''ED = [([28 &times; (1.20 &times; 1.15) &times; 2<sup>0.4</sup>] + 21) &times; 0.5] + 0 = 36
   
 
== Related Articles ==
 
== Related Articles ==
  +
*[[Damage]]
 
*[[Spike damage]]
 
*[[Spike damage]]
 
*[[Damage over time]]
 
*[[Damage over time]]
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==Original References==
 
==Original References==
 
The present article is built on the results of the research laid out in the original unannotated version of the following article, with additional original research conducted by users of the GuildWiki.
 
The present article is built on the results of the research laid out in the original unannotated version of the following article, with additional original research conducted by users of the GuildWiki.
  +
*[http://www.gwonline.net/wiki/index.php/Damage_Explained SonOfRah's damage article]
 
 
This is a clearer, more elegant explanation of the Simplified Damage Formula
 
This is a clearer, more elegant explanation of the Simplified Damage Formula
*http://www.guildwarsguru.com/content/game-mechanics-id674.php
+
[http://www.guildwarsguru.com/content/game-mechanics-id674.php A Treatise on Combat Mathematics] on Guildwars Guru.
 
<!--
 
<!--
 
*[http://www.guildwars.com/competitive/articles/stateofthegame/damagecalc.php State of the game: A Guide to Guild Wars Damage Calculations] (official, but full of errors)
 
*[http://www.guildwars.com/competitive/articles/stateofthegame/damagecalc.php State of the game: A Guide to Guild Wars Damage Calculations] (official, but full of errors)
 
-->
 
-->
  +
  +
==External links==
  +
* [http://www.oildrip.com/calc/index.php Online Damage Calculator]

Latest revision as of 17:18, 26 November 2011

Disambiguous This article is about how damage is calculated. For the definition, see Damage.

DISCLAIMER: The information in this article is based on experimental research conducted by the community, and may contain inaccuracies and speculation. While we strive for accuracy in these articles, we make no claims of experimental rigor or unbiased conclusions. Caveat lector.

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 Raw Damage (RD) and the Armor Effect (AE).

ApproxD = RD × AE;

For damage that ignores armor, AE is set to 1.

A level 20 character will do the damage stated in the skill description to a character with 60 armor. A level 20 character with 12 in a weapon attribute will do the stated weapon damage to a character with 60 armor.

Raw Damage[ | ]

Skill-based offense (like Shock) has a specific raw damage (RD) value indicated in the skill description.

Weapon attacks select RD 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 (see here for details).

Armor Effect[ | ]

The Armor Effect (AE) depends on the difference of Effective Damage Rating(EffDR) and Effective Armor Rating (EffAR):

AE = 2(EffDR - EffAR)/40

Effective Damage Rating[ | ]

The Effective Damage Rating (EffDR) is a simple sum of the Base Damage Rating (BaseDR) and any Damage Rating bonuses (DRBonus).

EffDR = BaseDR + DRBonus

For damage from spells and caster weapons (Staves, Wands, etc), the BaseDR is proportional to the attacker's level.

BaseDRcaster = 3 × Level

For "weaponry" damage (martial weapons and pets - those that have an attribute line for it), the BaseDR depends on the attacker's rank in the respective attribute of the "weapon".

BaseDRnoncaster = 5 × Rank

If the Rank of the linked attribute is greater than a threshold1 of Level/2+2, then there is a DRBonus of - 3 × [Rank - (Level/2+2)] (negative bonus), serving as a diminishing return. The square bracket term in this case rounds up (towards zero). This threshold only applies to "weaponry" damage, which results in a DRBonus of zero for non-critical hit attacks from spells and spellcasting weapons.

Expressed differently, the DR for non-caster damage is:

DRnoncaster = 5 × Rank;   if Rank <= Threshold
DRnoncaster = 5 × Threshold + 2 × (Rank-Threshold);   if Rank > Threshold
Threshold1 = Level /2 + 2

For traps, Damage Rating is same as for spells and caster weapons: 3 x Level.

For a detailed chart showing damage rating at each character level/rank, see Damage Rating progression.

Critical hits grant a DRBonus of 20.

1 The equation for the Threshold has only been confirmed for levels 1,8,11,14~16, and 18~20. The equation is interpolated to cover levels 2-7, 9, 10, 12, 13, and 17, and may not be accurate at those levels.

Armor Rating[ | ]

The Effective Armor Rating depends on the Base Armor Rating (BaseAR), AR Shifter (ARShift), and Net Armor Penetration (NAP).

EffAR = BaseAR × (1 - NAP) + ARShift

Each attack randomly hits one of the various body locations. The probablity of hitting each location is generally believed to be proportional to the relative armor costs for the same level of armor. If that were true, the probablities would be:

  • Chest - 3/8
  • Legs - 2/8
  • Head - 1/8
  • Hands - 1/8
  • Feet - 1/8

However, it is also believed that certain attack skills and spells have a bias towards certain body parts, so they are more likely to hit them. Relative positioning of the attacker and target may also affect which part is more likely to be hit.

The Armor Rating of the piece corresponding to the location attacked is used as the BaseAR, while any bonuses on that armor contributes to ARShift. Certain armor are described as having a negative bonus of Holy Damage you receive is increased by 5, which function regardless of hit location and stacking.

Primary and secondary weapons, as well as skills, may also modify the armor value. They are added to the ARShift regardless of which body location was hit.

Armor penetration can come from the Warrior's Strength attribute, weapon upgrades, or skill properties. Some of them simply have x% armor penetration, whereas others provide +y% armor penetration. Pick the highest x (if none, use 0), and add all the y's to it to obtain the net armor penetration (NAP). Note that NAP is a real number between 0 and 1; remember to divide percentage values by 100 (20% → 0.2, etc.).


Effective Damage[ | ]

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

ED = [([RD × DScale × AE] + DShift) × DMult] + DNeg

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

Damage Modifiers[ | ]

Modifier Stack by How to identify Examples
Notes
Damage
Scaler
(DScale)
Multiplication Percent modification of damage
  • DScale from weapon bonuses only affect the weapon's base damage
Damage
Shifter
(DShift)
Addition fixed amount of + or - damage
  • While "+x damage" is a damage modifier, "x additional damage" is NOT a damage modifier. The latter is a separate damage.
  • Shielding Hands does not count as DShift.
Damage
Multiplier
(DMult)
Multiplication "Double" or "Half"
Damage
Negator
(DNeg)
Addition gets healed instead of taking damage
  • The skill functions as "Up to x damage gets canceled, and target is healed for same amount as the canceled damage".
  • The healing effect is not part of the damage calculation.

DScale, and DMult are by default 1; whereas DShift and DNegate are by default 0.


Damage Cap and Redirection[ | ]

Certain enchantments will restrict the maximum 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. Redirection is always applied before the cap.

Notes[ | ]

Every 8 ranks in a physical damage attribute thus doubles the net noncaster damage caused; similarly, every 13 character levels doubles caster damage. The accounting per rank or level is as follows: every rank in attack attributes scales the damage by exactly a factor of 2(1/8) (roughly 9%), and every character level scales the caster damage by 23/40 (roughly 5.33%). Note that the effect of cumulative ranks or levels is compounded; for example, 5 ranks in an attack attribute doesn't increase damage by 45%, but by (1.095 - 1) × 100 ≈ 53%.

It is important to keep in mind that certain skills such as Greater Conflagration and Judge's Insight change the damage type, and therefore can have an effect on AR bonuses or DR calculation. The articles on these skills explain their damage type changes in more detail. Only in the early PvE game, advanced PvE areas, or in exceptional situations is the EffectiveAR actually less than the EffectiveDR, so the AE generally always reduces the effective damage. The philosophy behind the AE scale can be seen as follows: in the prototypical case where the attacker and target are roughly equal PvP players, the attacker's ranked 12 noncaster attack or normal caster attack at character level 20 will exactly negate the target's EffectiveAR of 60 (standard for all spell caster PvP armor).

The AE equation gives us a handy rule of thumb: every 40 increase (decrease) in EffectiveAR halves (doubles) the amount of normal damage (i.e., damage not caused by armor ignoring attacks). A Warrior with 100 armor against physical damage being whacked by a sword will take half as much damage as any 60 armor Elementalist being whacked by the same sword. Skills such as Healing Signet temporarily reduce AR by 40, which translates to double damage for normal attacks. An increase of approximately 16 armor would correspond to taking 75% damage. (Many ranger insignia such as Pyrebound or Frostbound give AR bonuses of +15.)


Consider a Mesmer, an Elementalist, and a Ranger being hit by the same attribute level 16, caster level 20 Fireball. The Mesmer with only 60 armor takes all 119 damage. The Elementalist has Pyromancer's insignia with 75 armor against fire and takes 92. The Ranger wears Pyrebound insignia for 100 armor against elemental damage so he takes 60 damage.

Illustrative Examples[ | ]

A Simple Example[ | ]

You are a Warrior, with 16 Swordsmanship and wielding a Vampiric Longsword of Fortitude, attacking a Monk, who has 70 armor (either from a Blessed Insignia or Stalwart Insignia), with a normal attack.

Raw Damage[ | ]

The minimum Raw Damage is 15 and the maximum is 22. (Life steal is not considered damage by the game and doesn't count.)

Damage Rating[ | ]

Using the second formula,

DRnoncaster = 5 × Rank; if Rank <= Threshold
DRnoncaster = 5 × Threshold + 2 × (Rank-Threshold); if Rank > Threshold
Threshold1 = Level /2 + 2

Your rank in Sword Mastery exceeds the threshold (which is 12 for a level 20 character), so your Damage Rating is DRnoncaster = 5 × Threshold + 2 × (Rank-Threshold) = 5 × 12 + 2 × 4 = 68

Armor Rating[ | ]

The monks BaseAR is 60 - standard caster armor.

She is using Stalwart (or Blessed) Insignia, but she is not using any +armor mods on her weapon, so her ARShift is +10. You have no armor penetration.


Her Armor Rating is EffAR = BaseAR × (1 - NAP) + ARShift = 60 + 10 = 70

Using the formula for Armor Effect, AE = 2(EffDR - EffAR)/40 = 2(68 - 70)/40 = 2(-2)/40


Using a calculator (or the chart), gives an Armor Effect of 96%. Which takes us all the way back to the first equation. Your Approximate Damage is (15-22) × 96% = (14 - 21). Not very spectacular, but it's the process that is important.

An Unnecessarily Complicated Example[ | ]

You are a Warrior, with 16 Axe Mastery and 10 Strength this time and wielding a Sundering Chaos Axe of Fortitude, attacking a Monk, who has 70 armor and is under the effect of Dark Escape. Your first attack is Executioner's Strike, followed by Critical Chop.

ED = [([RD × DScale × AE] + DShift) × DMult] + DNeg

The First Attack (Executioner's Strike)[ | ]

Armor Effect[ | ]

As before, you have a Damage Rating of 68 (at level 20 and 16 weapon mastery), but the Armor Rating has changed, due to armor penetration. Your Sundering prefix does not trigger.

The new Armor Rating is EffAR = BaseAR × (1 - NAP) + ARShift = 60 × (1 - 0.10) + 10 = 64

Which gives a total Armor Effect of 107%.

Damage Scale[ | ]

Your axe does +15% from its inscription and +20% damage from customization, for a total Damage Scale of 38%.

Damage Shifter[ | ]

You have no external damage bonus other than your attack skill, like Strength of Honor or Order of Pain, so the Damage Shifter is +42 (level 16 on Executioner's Strike).

Damage Multiplier[ | ]

Dark Escape gives the monk a Damage Multiplier of 1/2.

Damage Negator[ | ]

None

Effective Damage[ | ]

The new raw damage for your axe is 6-28, giving a final formula of ED = [([RD × DScale × AE] + DShift) × DMult] + DNeg


The minimum damage is ED = [([6 × (1.20 × 1.15) × 1.07] + 42) × 0.5] + 0 = 25

The maximum damage is ED = [([28 × (1.20 × 1.15) × 1.07] + 42) × 0.5] + 0 = 41

The Second Attack (Critical Chop)[ | ]

Armor Effect[ | ]

As before, you have a Damage rating of 68, and the Monk's Armor Level is still the same. But this time, the Sundering Prefix triggers. So we have a new Armor Rating: EffAR = BaseAR × (1 - NAP) + ARShift = 60 × (1 - 0.30) + 10 = 52

This gives a total Armor Effect of 132%. To avoid any inaccuracies we will use the exact term: 20.4

Damage Scale[ | ]

Your axe does +15% from its inscription and +20% damage from customisation, for a total Damage Scale of 38%.

Damage Shifter[ | ]

You have no external damage bonus other than your attack skill, like Strength of Honor or Order of Pain, so the Damage Shifter is +21 (level 16 on Critical Chop).

Damage Multiplier[ | ]

Dark Escape gives the monk a Damage Multiplier of 1/2.

Damage Negator[ | ]

None

Effective Damage[ | ]

The raw damage for your axe is 6-28, giving a final formula of ED = [([RD × DScale × AE] + DShift) × DMult] + DNeg


The minimum damage is ED = [([6 × (1.20 × 1.15) × 20.4] + 21) × 0.5] + 0 = 16

The maximum damage is ED = [([28 × (1.20 × 1.15) × 20.4] + 21) × 0.5] + 0 = 36

Related Articles[ | ]

Original References[ | ]

The present article is built on the results of the research laid out in the original unannotated version of the following article, with additional original research conducted by users of the GuildWiki.

This is a clearer, more elegant explanation of the Simplified Damage Formula A Treatise on Combat Mathematics on Guildwars Guru.

External links[ | ]