Sebzés Típusai

**Sebzés típusait** szétoszhatjuk közelharci, távolsági, mágikus, idéző, és dobható fegyverekre. Különböző páncéltípusok és felhasználhatók adnak előnyöket különböző típusú fegyverekhez, lent összefoglalva.

## Közelharc

A közelharci támadásokat tekinthetjük rövid távolságú támadásoknak. Egyik közelharci fegyver sem használ lőszert. Az összes közelharci fegyverrel (kivéve az eldobhatóak, jojók, és lövedékeket lövők) sebzünk, ha a játékos elég közel van a célponthoz.

## Távolsági

A távolsági támadásokat tekinthetjük nagy távolságú támadásoknak. Az összes távolsági fegyvernek (kivétel a Szigonyágyú, Festékpisztoly, Méregponty és a Pirájapuska) van lőszere. Minden távolsági fegyverrel távol támadunk a célponttól.

### Eldobható fegyverek

Az eldobható fegyverek a távolsági fegyverek közelebbi formája. Nincsen olyan nagy hatótávolsága, mint a lőszernek.

## Magic

Magic is a special weapon type that has multiple different magical effects. Magic weapons require mana to be used. Some, such as the Rainbow Rod cast a controllable projectile. Others cast a spread of projectiles.

## Summon

Summon is a relatively new type of damage dealt by summoning weapons such as the Pygmy Staff, Hydra Staff, Slime Staff, and Raven Staff. Summoning damage was introduced with the advent of the 1.2 update. The emergent nature of Summon damage makes it rather quirky compared to all the other damage types; The damage comes specifically from summoned creatures (minions) which function like pets but are able to deal damage and often have knockback. An item that increases summoned creature damage will benefit these items. There are only six "mainstream" sets of armor that affect Summon damage, Bee armor, Spider armor, Forbidden armor, Tiki armor, Spooky armor, and Stardust armor.

However, as of version 1.3.4, the Tavernkeep sells eight more sets (in two tiers, each with four classes) which can only be bought with Defender Medals earned by fighting the Old One's Army. These armor sets do not increase the limit for normal minions, but do increase the number of Sentries (which also do summon damage) that can be summoned. They also give considerable bonuses to minion damage.

## Other

There is also damage that doesn't belong to the type above, it simply states as "damage" in the tool tip. For now, the only such weapon is the Flare Gun.

Other items can deal damage without referencing it in the tooltip at all, such as Traps, Explosives or the Slimy Saddle.

This type of damage is NOT affected by any factors, including those for all types of damage (like Avenger Emblem or Wrath buff).

## Calculations

A weapon's damage stat is determined cumulatively such as:

* **Step 1**: Apply weapon modifier

step1 = BaseDamage \* (1 + WeaponModifier/100)
* **Step 2**: Round to the nearest number

step2 = round(**step1**)
* **Step 3**: Apply all other mods (Armor , Accessories, Accessory Modifier, Buffs) added up

step3 = step2 \* [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + .. + Accessory5 + AccMod1 + AccMod2 + .. + AccMod5)/100 + (Buff1 + Buff2+ ..)/100]
Note, for ranged weapons the calculation is slightly different, the Arrow/Bullet/Rocket damage is multiplied with other mods (round down after each calculation), so it will be like this:
step3 = (step2 + Arrow/Bullet/Rocket) \* [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + .. + Accessory5 + AccMod1 + AccMod2 + .. + AccMod5)/100 + (Buff1 + Buff2+ ..)/100]
* **Step 4**: Round down

WeaponDamage = roundDown(**step3**)
* **Step 5**: For Bows and Repeaters, the Archery Potion will additionally add 20% damage of them (round down after calculation).

WeaponDamage = roundDown(1.2\***step4**)

For example, Godly Dao of Pow with Turtle Armor, Menacing Warrior Emblem, Menacing Avenger Emblem, Menacing Destroyer Emblem, Menacing Mechanical Glove and Menacing Celestial Stone equipped, Well Fed active:

step1 = 63 \* (1 + 14/100) = 71.82

step2 = round(71.82) = 72

step3 = 72 \* [1 + (6+8+0+0)/100 + (15+12+10+12+10+4+4+4+4+4)/100 + (5)/100] = 72 \* [1.98] = 142.56

WeaponDamage = roundDown(142.56) = 142

Careful: Only use the modifiers which have an influence on the specific weapon (e.g. don't use magic damage bonus for a melee weapon).

Damage done to an enemy is depending on the enemies defense and whether there is a related banner nearby.

EnemyDamageReduction = roundUp(EnemyDefense \* 0.5)
So,

DamageDealtToEnemy = WeaponDamage - EnemyDamageReduction without a banner;
And DamageDealtToEnemy = 1.5\*WeaponDamage-EnemyDamageReduction with a banner in normal mode,
Or DamageDealtToEnemy = 2\*WeaponDamage-EnemyDamageReduction with a banner in Expert mode,
Damage dealt is always at least 1.

In addition the outgoing damage is modified by a random factor, 0.85~1.15, (but some types of damage, like the Slime Mount, will not be affected by this), The damage is rounded to the nearest whole number. So you can compute the minimal and maximal damage dealt to an enemy with your weapon:

MinDamage = round(WeaponDamage \* 0.85 - EnemyDamageReduction)
MaxDamage = round(WeaponDamage \* 1.15 - EnemyDamageReduction)
At critical hits you are dealing double damage

CriticalMinDamage = MinDamage \* 2
CriticalMaxDamage = MaxDamage \* 2