Statistic:Damage

## Explosive Damage

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D
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×
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P
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50

100

)
×
(

A
t
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4

×
0.015
)
×

C
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{\displaystyle ({Weapon Damage}\times({{Perception}+50 \over 100})\times({Attacker Skill \over 4}\times0.015)\times{Critical Hit Modifier})}

## Melee Damage

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W
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S
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50

100

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×
(
0.75

D
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x
t
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200

)
×
(
0.2

A
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5

×
0.015
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×

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{\displaystyle ({Weapon Damage}\times({{Strength}+50 \over 100})\times(0.75+{Dexterity \over 200})\times(0.2+{Attacker Skill \over 5}\times0.015)\times{{Weapon Current Condition} \over {Weapon Maximum Condition}}\times{Critical Hit Modifier})}

## Ranged Damage

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×
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P
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50

100

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×
(
0.75

D
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200

)
×
(

A
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4

×
0.015
)
×

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C
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{\displaystyle ({Weapon Damage}\times({{Perception}+50 \over 100})\times(0.75+{Dexterity \over 200})\times({Attacker Skill \over 4}\times0.015)\times{{Weapon Current Condition} \over {Weapon Maximum Condition}}\times{Critical Hit Modifier})}

## Thrown Damage

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S
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50

100

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×
(
0.75

D
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200

)
×
(

A
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4

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0.015
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{\displaystyle ({Weapon Damage}\times({{Strength}+50 \over 100})\times(0.75+{Dexterity \over 200})\times({Attacker Skill \over 4}\times0.015)\times{{Weapon Current Condition} \over {Weapon Maximum Condition}}\times{Critical Hit Modifier})}

## Unarmed Damage

### Health Damage

(
1
10.5
×
(
.5

S
t
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100

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×
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A
g
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150

200

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×
(

A
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400

)
×

C
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{\displaystyle (1+10.5\times(.5 + {{Strength} \over 100})\times({Agility + 150 \over 200})\times({Attacker Skill \over 400})\times{Critical Hit Modifier})}

### Constitution Damage

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1

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A
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0.075
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{\displaystyle (1+{Health Damage}\times({Attacker Skill \over 4}\times 0.075) \times{Critical Hit Modifier})}

## Magic Damage

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1
−

R
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−

W
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100

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×

S
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{\displaystyle ({Spell Damage} \times (1 - {{Resistance} - {Weakness} \over 100}) \times {Spell Efficiency})}

## Chance to Ignore Armor

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A
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50

×

D
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50

×

L
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100

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×
(
100
−

C
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×
(
0.5
0.5
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{\displaystyle ({Attacker Skill \over 50}\times{Dexterity \over 50}\times{Luck \over 100})\times(100-{Coverage})\times(0.5+0.5\times({Current Stamina}+{Current Fatigue})/({Maximum Stamina}+{Maximum Fatigue})}

this is done per armor item effecting the body area hit. Area of Effect damage can not ignore armor.

## Chance to Deflect

A
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−
100

25

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×
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{\displaystyle {{Armor Skill}-100 \over 25}+{Armor Class} \times ({{Armor Current Condition} \over {Armor Maximum Condition}})}

this is done per armor item effecting the body area hit. Area of Effect damage can not be deflected.

## Absorption of Damage

(
0.55
0.0045
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{\displaystyle (0.55 + 0.0045 \times {Armor Skill}) \times {Armor Threshold} \times ({{Armor Current Condition} \over {Armor Maximum Condition}})}

this is done per armor item effecting the body area hit.

### Absorption of AoE Damage

0.55
0.0045
×

T
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{\displaystyle 0.55 + 0.0045 \times {Threshold Sum}}

## Resistance to Damage

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0.25
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{\displaystyle (0.25 + 0.03 \times {Armor Skill}) \times {Armor Rating} \times ({{Armor Current Condition} \over {Armor Maximum Condition}})}

this is done per armor item effecting the body area hit.

### Resistance to AoE Damage

0.25
0.03
×

R
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{\displaystyle 0.25 + 0.03 \times {Rating Sum}}

## General AoE Damage

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.08

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0.18

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0.16

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0.11

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0.11

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0.18

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0.18
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{\displaystyle ({Head Sum} \times .08+{Thorax Sum} \times 0.18+{Abdomen Sum} \times 0.16+{Left Arm Sum} \times 0.11+{Right Arm Sum} \times 0.11+{Left Leg Sum} \times 0.18+{Right Leg Sum} \times 0.18)}

H
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=
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H
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×
0.57

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×
0.43
)

{\displaystyle {Head Sum}=({Head} \times 0.57 + {Neck} \times 0.43)}

T
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=
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T
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{\displaystyle {Thorax Sum}=({Thorax})}

A
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=
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A
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×
0.49

P
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×
0.51
)

{\displaystyle {Abdomen Sum}=({Abdomen} \times 0.49 + {Pelvic} \times 0.51)}

L
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A
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=
(

L
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×
0.16

L
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×
0.30

L
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E
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×
0.07

L
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×
0.30

L
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×
0.17
)

{\displaystyle {Left Arm Sum}=({Left Shoulder} \times 0.16 + {Left Brachium} \times 0.30 + {Left Elbow} \times 0.07 + {Left Forearm} \times 0.30 + {Left Hand} \times 0.17)}

R
i
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A
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=
(

R
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×
0.16

R
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×
0.30

R
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E
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×
0.07

R
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0.30

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×
0.17
)

{\displaystyle {Right Arm Sum}=({Right Shoulder} \times 0.16 + {Right Brachium} \times 0.30 + {Right Elbow} \times 0.07 + {Right Forearm} \times 0.30 + {Right Hand} \times 0.17)}

L
e
f
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L
e
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=
(

L
e
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T
h
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×
0.52

L
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f
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K
n
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×
0.06

L
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S
h
a
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×
0.32

L
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f
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F
o
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×
0.10
)

{\displaystyle {Left Leg Sum}=({Left Thigh} \times 0.52 + {Left Knee} \times 0.06 + {Left Shank} \times 0.32 + {Left Foot} \times 0.10)}

R
i
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t
L
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=
(

R
i
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T
h
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×
0.52

R
i
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K
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×
0.06

R
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a
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×
0.32

R
i
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F
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×
0.10
)

{\displaystyle {Right Leg Sum}=({Right Thigh} \times 0.52 + {Right Knee} \times 0.06 + {Right Shank} \times 0.32 + {Right Foot} \times 0.10)}

Each Damage Areas is the sum of each piece of armor's

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A
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×

C
o
v
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100

)

{\displaystyle ({Armor Skill} \times {Armor Rating Or Threshold} \times {{Armor Current Condition} \over {Armor Maximum Condition}} \times {{Coverage} \over 100})}

 in said Damage Area

## Notes

* Attacker Skill for explosive weapons is (Explosive × 4)
* Attacker Skill for melee weapons is (Melee + Weapon Skill (Axe, Blunt, Long Blade, Polearm, or Short Blade) × 2 + Handedness Skill (One Handed or Two Handed) × 2)
* Attacker Skill for ranged weapons is (Marksman + Weapon Skill (Archery, Energy Weapon, Heavy Weapon, Light Weapon, or Small Arm) × 3)
* Attacker Skill for thrown weapons is (Marksman + Thrown × 3)
* Attacker Skill when unarmed is (Unarmed × 4)