Damage

Damage is delt by the Templar to defeat enemies and bosses.

## Damage types

Weapons deal one of 2 main types of damage: slashing or staggering. There is no difference in how much damage is delt to an enemy, the only difference is the type of critical hits the weapon does. There is one weapon (the spear) that indicates that it does "piercing" damage, but this appears to be identical to slashing damage and may be a typo. In addition to the main damage type of a weapon, some weapons deal secondary damage (shown as a second damage number on hit). This is considered magic damage.

## Critical hits

All weapons have a crit stat that defines the percent chance that a weapon will produce a crit upon hitting with the weapon. All armor and trinkets and all non-book left hand items also have modifiers that may increase or decrease this value. With the exception of shields which have a single value that applies to both types, all other items have separate stats that can apply differ values for damage and stun crits. In addition to items, blessings and curses can either buff or debuff either or both crit stats. Finally the ?? rune can apply a temporary buff to both crit stats. All buffs and debuffs to crit stats are additive (as opposed to multiplicative) to the crit chance. Having a negative crit stat has no drawbacks other than having a 0% chance to crit. The effect of having over 100% crit chance is unknown.

### Damage crits

All slashing type weapons use the damage crit stat and apply damage crits. Damage crits deal add 50% to the rolled damage of the hit that they apply to and show a dark red damage number.

### Stun crits

All staggering type weapons use the stun crit stat and apply stun crits. When an attack deals a stun crit, the enemy is pushed back and any attack animations that they are currently executing are interupted. Some, but not all boss attacks are immune to this interuption. Stun crits show a light blue damage number.

## Miss chance

All weapons have a miss stat that determines how often a hit "misses". When you attack and make contact with an enemy, there is a chance that the attack will be counted as a "miss". A miss deals 10% of the rolled damage and can't crit. Similar to crits, armor, trinkets, left hand items, blessings, curses can alter your miss stat. The damage number for a miss is shown in yellow with the word "miss" under it. A miss stat of less than 0% doesn't confer any additional benefit.

## Magic damage

Magic damage is a general term that the game uses for any damage other than the primary damage from weapons. This ranges from spells, to consumables, to additional effects on weapons. The damage is as orange damage numbers on enemies. Magic damage can not crit, but it is also not suceptable to missing. Some, but not all magic ignores enemies blocking. Generally magic damage from weapons can be blocked, but other sources can not.

Notably the Worn cassock (which can be unlocked in the forge) applies the Holy scholarship blessing that increases some, but not all sources of magic damage by 50%.

## Damage calculations

The damage dealt by a weapon figures in a number of factors. Some of these factor are figured into the damage range show on the weapon's, while others aren't. In addition to the base damage of the weapon (the range shown on the Weapons pages), the factors that are included on a weapon's card are:

* Damage buffs from Tablets
* Incremental damage increases
	+ Spell book: Basilius' guide
	+ Blessing: Blood peddler from Filthblood Crystal

The factors that are **not** included on the value displayed on the card are:

* Magic damage that the weapon deals
* Blessings that apply a flat bonus
	+ Blessing: Schist stone from Filthblood Crystal
	+ Blessing: Self esteem from Filthblood Crystal
	+ Blessing: Hand of God
	+ Blessing: ?? from Left-hand#Sorel's shield
* Blessings that apply a percentage increase
	+ Blessing: Suicidal from Trinkets#Beset dead man's ring
* Runes
* Crit chance

The damage number shown upon hit always includes all factors.