Roleplay Formulas

## Attack Formula

The **Damage Calculation** process describes how the final damage dealt to an enemy is calculated. Keep in mind that this process also applies to enemies attacking players.

### Formula

The damage formula can be seen as follows:

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{\displaystyle {\color{Gray}Final = (5 + Base Damage) \* (1 + \left ( \frac{{\color{Red}\mbox {❁ } Strength}}{100} \right )) \* (1 + \left ( \frac{{\color{Blue}\mbox {☠ } Crit Damage}}{100} \right )) \* (1 + \left ( \frac{{Base Multiplier}}{100} \right )) \* (1 + \left ( \frac{{Post Multiplier}}{100} \right ))}}

Template:Calculator Damage

However, **this formula isn't always used**. If the method of dealing damage to the victim involves an Item Ability, and that ability lists an amount of that it'll deal, then this formula is used:

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{\displaystyle {\color{Gray}Final = Base Ability Damage \* (1 + \left ( \frac{{\color{Aqua}\mbox {✎ } Intelligence}}{100} \right ) \* Ability Scaling) \* (1 + \left ( \frac{{\color{Blue}\mbox {☠ } Crit Damage}}{100} \right )) \* (1 + \left ( \frac{{Base Multiplier}}{100} \right )) \* (1 + \left ( \frac{{Post Multiplier}}{100} \right ))}}

The Template:Crit Damage multiplier is only taken into account if the attack is a critical hit. Some item abilities also guarantee that the attack won't be a critical hit.

You can learn more about Base Ability Damage and Ability Scaling on the Template:Ability Damage page, which includes a list of items that deal this type of damage as well as their Base Ability Damage and Ability Scaling values.

### Multipliers

**Multipliers** play a critical part in the Damage Calculation process. You can **find more information about this** on the Damage Multipliers page, but here are some quick things to know about them:

* There are **two different types** of multipliers: **Additive and Multiplicative**.
* All percentages are converted into decimal values, so if a multiplier grants 80% more damage, then its decimal value is 0.8.
* Damage Multipliers can also be added depending on the victim and what items they have. For example, if an Enderman is attacking a Player, and that Player has an Ender Artifact, a negative Multiplicative Multiplier will be added, reducing the total multiplier amount and thus the final damage amount.

> Main Article: Damage Multipliers
>
>

### Stat Modifiers

Similar to Multipliers, certain features in SkyBlock can modify certain stats used in this process. These stat modifications don't show up in the player's total stat amount in the SkyBlock Menu.

Stat modifiers like this aren't used everywhere, but there are some use cases. For example, take a Tarantula Chestplate. This item has an ability that grants Template:Defense against Spiders. Because this item grants a specific amount of Template:Defense against a specific mob type, this is the only way the bonus can be granted.

There are two **important things to note** about Stat Modifiers:

* Like Damage Multipliers, Stat Modifiers can also be added depending on the victim and what items they have.
* Stat Modifiers can also be in the form of a Base or Post Multiplier. These multipliers only effect the specific stat for the damager / victim, and they are not a Damage Multiplier.

### Final Calculation

There is one more factor that can have a major impact in the final damage value: Template:Defense. Defense represents the amount of Template:Defense a player or enemy has. The formula for calculating Template:Defense can be seen on the Template:Defense page.

The final defense multiplier can be seen as follows:

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{\displaystyle {\color{Gray}Final = (1 - \left ( \frac{{Damage Reduction}}{100} \right ))}}

Let's say a player has 95% damage reduction. The final multiplier would be 1 - 95/100, or 0.05. This multiplier is then added to the final damage value. For example, if the final damage value is 1,000, the new final damage value with 95% damage reduction would be 50.

}}

## Defense Formula

The **Defense Calculation** process describes how the final damage dealt to an enemy is calculated. Keep in mind that this process also applies to enemies attacking players.

**Effective Health**, or **EHP**, is the exact amount of Damage a player can take before dying when taking Health and Defense into consideration. It is a useful number to check for when comparing armor sets and figuring out which one is better than the other.

**Effective Health** can be calculated with this formula:

Using this formula, we can figure out how much EHP one would have if they had 1,500 Health and 750 Defense.

This formula can also be used to calculate the exact amount of Damage you would take from True Damage by replacing Defense with True Defense.

### DAMAGE REDUCTION

**Damage Reduction** is a percent value which represents how much Damage a player or enemy will **not take** when taking Damage.

The formula for Damage reduction can be seen as follows:

* Defense / ( Defense + 100)

For example, if a player has 500 Defense, the formula will be 500 / 600, resulting in a 83.3% Damage reduction.