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'''Damage''' describes any damage dealt or received by the [[Traveler]] and how outside sources, such as an equipped item or a debuff, may impact results. =Outgoing damage= Outgoing damage refers to damage dealt by the [[Traveler]]. Damage dealt is rounded to the nearest whole number. ==Damage bonuses== The [[Traveler|Traveler's]] outgoing damage can be calculated with the following formula: {{math|big=1|''Total Damage'' {{=}} {{Tooltip|''Base Damage''|The base damage of the weapon, as shown on its information card.}} × {{Tooltip|''Motion Value''|The attack's motion value. Only applies to melee weapons.}} × (1 + ∑({{Tooltip|''Regular Damage''|All regular damage bonus sources, added together.}})) × (1 + ∑({{Tooltip|''Critical Damage''|All critical damage bonus sources, added together.}})) × (1 + ∑({{Tooltip|''Weakspot Damage''|All weakspot damage bonuses, added together.}})) × (1 + {{Tooltip|''Unique1''|Damage modifiers from 'unique' items. Refer to the list below for specific examples.}}) × (1 + {{Tooltip|''Unique2''|Damage modifiers from 'unique' items. Refer to the list below for specific examples.}}) ...}} ===Damage buckets=== In [[Remnant 2]], all damage multipliers are separated into categories; for convenience, these categories will be referred to as '''Damage Buckets'''. Damage bonuses within these "buckets" stack with themselves '''additively''', and with each other '''multiplicatively'''. There are three standard buckets: '''Regular''', '''Critical''', and '''Weakspot'''; a handful of other bonuses exist as separate '''Unique''' multipliers. To get a better understanding of these categories, refer to this example build: * {{Icon|Repulsor|Repulsor}} ** {{Icon|Banish|Banish}} * {{Icon|Onyx Pendulum|Onyx Pendulum}} * {{Icon|Stone of Balance|Stone of Balance}} * {{Icon|Zania's Malice|Zania's Malice}} * {{Icon|Probability Cord|Probability Cord}} * {{Icon|Void Heart|Void Heart}} ** {{Icon|Red Relic Fragment|Ranged Weakspot Damage}} ** {{Icon|Red Relic Fragment|Ranged Critical Damage}} ** {{Icon|Red Relic Fragment|Ranged Damage}} * {{Icon|Brightstone|Brightstone}} [[File:Repulsor damage regular bucket.jpg|thumb|Regular bucket: {{math|''300 × 1.17 {{=}} 351''}}]] ====Regular==== The vast majority of damage increases fall into the '''Regular Bucket'''. <br /> The [[Stone of Balance]] provides a '''7%''' increase to All Damage and the Ranged Damage [[Red Relic Fragment|Relic Fragment]] provides a '''10%''' boost to Ranged Damage. Both of these items confer a bonus to '''Regular''' damage, thus they are additive.<br /> {{math|big=1|''7% + 10% {{=}} 17%''}} ====Weakspot==== Some items increase the damage dealt when the [[Traveler]] strikes an enemy's [[Weakspot]]. These damage increases fall into the '''Weakspot Bucket'''.<br /> The [[Repulsor]] has a built-in Weakspot Damage Bonus of '''100%'''. At max stacks, [[Zania's Malice]] provides an additional '''+20%''', and the Weakspot Damage [[Red Relic Fragment|Relic Fragment]] provides an additional '''+15%'''.<br /> {{math|big=1|''100% + 20% + 15% {{=}} 135%''}} [[File:Repulsor damage weakspot bucket.jpg|thumb|Weakspot bucket: {{math|300 × 2.35 {{=}} 705}}]] ====Critical==== Some items increase the damage dealt by [[Critical hit|Critical Hits]]. These damage increases fall into the '''Critical Bucket'''.<br /> Critical hits do '''+50%''' damage by default. '''Probability Cord''' provides an additional '''+20%''', and the Ranged Critical Damage [[Red Relic Fragment|Relic Fragment]] provides an additional '''+15%'''.<br /> {{math|big=1|''50% + 20% + 15% {{=}} 85%''}} [[File:Repulsor damage crit bucket.jpg|thumb|Critical bucket: {{math|300 × 1.85 {{=}} 555}}]] ====Unique==== Although there are only three damage buckets, there is a handful of items that provide multiplicative damage bonuses. These bonuses are unique; they are always multiplicative, even with each other. These items are: * {{Icon|Banish|Banish}} (x1.5) * {{Icon|Brightstone|Brightstone}} (x1.1) * {{Icon|Onyx Pendulum|Onyx Pendulum}} (x1.2) [[File:Repulsor damage unique bucket.jpg|thumb|Unique items: {{math|300 × 1.5 × 1.1 × 1.2 {{=}} 594}}]] =====Addendum===== Currently, there are three multiplicative damage bonuses that do not fall into any of the above categories. They are additive with one another and affect only Status Effect damage. * {{Icon|Creeping Mist|Creeping Mist}} (x1.25) * {{Icon|Stormbringer|Stormbringer}} (x1.1) * {{Icon|Vile|Vile}} (x1.15) =====Calculation===== With this knowledge, we can now plug the numbers into the Total Damage equation:<br /> {{math|big=1|{{Tooltip|300|Repulsor}} × ({{Tooltip|1.17|Regular Bucket}}) × ({{Tooltip|2.35|Weakspot Bucket}}) × ({{Tooltip|1.85|Critical Bucket}}) × ({{Tooltip|1.5|Banish}}) × ({{Tooltip|1.2|Onyx Pendulum}}) × ({{Tooltip|1.1|Brightstone}}) {{=}} 3,021.43''}} [[File:Repulsor damage combined.jpg|thumb|All damage buckets combined add up to '''3021.43'''.]] ==Motion values== When attacking with a melee weapon, its damage is multiplied by an internal value known as '''Motion Value'''; understanding these values are key to optimizing melee damage output. This value differs between '''Standard''', '''Charged''', '''Neutral Evade''', '''Charged Neutral Evade''', and '''Sprint''' attacks. This value remains consistent regardless of upgrade level, though it can vary between attacks within a single string. Some weapons<ref>[[Krell Axe]], [[Huntress Spear]], [[World's Edge]], [[Atom Splitter]]</ref> have a value for their '''Projectile'''.<br />'''Motion Values''' are not considered a '''Damage Bucket'''; they are always multiplicative and cannot be increased by any means. ===Calculation=== This is the motion value chart of the [[Scrap Hammer]]. {{Collapsed|Scrap Hammer|Click to reveal| {{Motion value table |standard1=100% |standard2=100% |charged1=230% |charged2=230% |standard_neutral=100% |charged_neutral=280% |sprint=115% }}}} At base level, the Scrap Hammer deals '''83''' base damage. Using this formula, we can determine that a '''Charged Neutral Evade''' attack will deal '''232.4''' damage.<br> {{math|big=1|''83 x {{Tooltip|2.8|280%}} {{=}} 232.4''}} <gallery> File:Scrap Hammer mv test base.jpg|At base level, [[Scrap Hammer|Scrap Hammer's]] '''Charged Neutral Evade''' attack deals '''232.4''' damage. </gallery> At max level, the Scrap Hammer deals '''249''' base damage. A '''Charged Neutral Evade''' attack will deal '''697.2''' damage.<br> {{math|big=1|''249 x {{Tooltip|2.8|280%}} {{=}} 697.2}} <gallery> File:Scrap hammer mv test.jpg|At max level, [[Scrap Hammer|Scrap Hammer's]] '''Charged Neutral Evade''' attack deals '''697.2''' damage. </gallery> ==Upgrades== [[Rigs]] is capable of upgrading weapons, increasing the damage of the weapon and its attached [[Weapon Mod]]. Other statistics, such as fire rate and accuracy, are not affected by upgrade level. ===Calculation=== At max level, a weapon will always deal '''3x''' its original base damage. Fully upgrading a weapon will always cost {{Icon|Simulacrum|1|Simulacrum Icon}}.<br> There are two upgrade paths: one for standard weapons, and one for special weapons. ====Standard weapons==== All standard weapons can be upgraded to '''+20'''. With each level, the weapon's base damage will increase by '''10%''' of its original value.<br> Standard weapons require {{Icon|Iron|Iron|Iron Icon}} and {{Icon|Scrap|Scrap}} to upgrade. This is the upgrade table for the [[Coach Gun]], which has a base damage of '''115'''. {{Collapsed|Coach Gun|Click to reveal| {{Weapon upgrade table|base_damage=115|is_special=false}}}} ====Special weapons==== All special weapons can be upgraded to '''+10'''. With each level, the weapon's base damage will increase by '''20%''' of its original value.<br> Special weapons require {{Icon|Iron|Iron|Iron Icon}}, {{Icon|Lumenite Crystal|Lumenite Crystals|Lumenite Crystal Icon}}, and {{Icon|Scrap|Scrap}} to upgrade. This is the upgrade table for [[Sporebloom]], which has a base damage of '''200'''. {{Collapsed|Sporebloom|Click to reveal| {{Weapon upgrade table|base_damage=200|is_special=true}}}} =Incoming damage= "Incoming Damage" refers to any damage dealt to the [[Traveler]] or their allies. ==Difficulty multipliers== The amount of damage [[Bestiary|enemies]] deal scales with [[Difficulty]]. An additional damage modifier is applied depending on enemy type.<ref>[https://docs.google.com/spreadsheets/d/1UU-8PKDovTQcti_CRU-Xh4iEVSIqJpou3KzHZaTmDIk Source]</ref> When this multiplier is factored in, enemy damage is as follows: {| class=wikitable style="text-align:center" !rowspan="2" |Enemy Type !colspan="4" |Difficulty |- !Survivor !Veteran !Nightmare !Apocalypse |- !Standard |100% |125% |215% |275% |- !Elite |100% |137.5% |172% |247.5% |- !Brute |100% |137.5% |182.75% |247.5% |- !Aberration |100% |137.5% |172% |247.5% |- !Boss |100% |137.5% |193.5% |275% |- !World Boss |100% |137.5% |193.5% |261.25% |} ==Damage reduction== {{Main|[[Damage reduction]]}} Total Damage Reduction decreases all incoming damage by up to '''80%'''. Any additional damage reduction beyond this point (with one notable exception) will be wasted. There are three primary methods of reducing damage: '''Armor DR''', '''Flat DR''', amd '''Enemy Debuffs'''.<br/><br /> '''Armor DR''' is the damage reduction provided by your equipped armor.<br /><br /> '''Flat DR''' is the damage reduction provided by other sources. Examples include: * [[Lithic Signet]] * [[Barkskin]] [[Trait]] * Stacks of {{Type|status|BULWARK}}<br /><br /> '''Enemy Debuffs''' do not directly reduce damage taken; rather, they reduce the damage enemies deal. This can be used to effectively bypass the Damage Reduction cap of '''80%'''. Examples include: * [[Terrify]] [[Perk]] * [[Intimidating Presence]] [[Perk]] * [[Song of Eafir]] [[Mod]] For a more comprehensive overview of Damage Reduction, and formulas on how to calculate these values for yourself, refer to [[Damage reduction|this article]]. ===Armor damage reduction=== {{Main|[[Damage reduction#ArmorDR|Damage Reduction]]}} The sum total of all equipped [[Armor Sets|armor pieces]] provide '''Armor DR''', which directly reduce damage taken.<br /> All armors have built-in resistances to contextual damage types such as {{Type|bleed|BLEED}}, {{Type|fire|FIRE}}, {{type|shock|SHOCK}}, {{Type|corrosive|CORROSIVE}}, and {{Type|blight|BLIGHT}}.<br /><br />An armor's protection rating is directly proportional to its weight. {{Type|light|LIGHT}} armors have a greater armor/weight ratio, but lower total armor; {{Type|heavy|HEAVY}} armors have a lower armor/weight ratio but higher total armor.<br />This is an example statistics table for armors of each type. {| style="text-align:center" class="wikitable" !Armor !Weight !Armor Value !Armor/Weight Ratio !Resistances |- ![[Bandit set|Bandit]] |21.6<br />({{Type|light|'''LIGHT'''}}) |54.4 |2.519 |{{Icon|Bleed resistance icon|9|nolink=true}} {{Icon|Fire resistance icon|0|nolink=true}} {{Icon|Shock resistance icon|0|nolink=true}} {{Icon|Corrosive resistance icon|9|nolink=true}} {{Icon|Blight resistance icon|7|nolink=true}} |- ![[Academic set|Academic]] |41.6<br />({{Type|medium|'''MEDIUM'''}}) |98.8 |2.375 |{{Icon|Bleed resistance icon|5|nolink=true}} {{Icon|Fire resistance icon|0|nolink=true}} {{Icon|Shock resistance icon|0|nolink=true}} {{Icon|Corrosive resistance icon|15|nolink=true}} {{Icon|Blight resistance icon|7|nolink=true}} |- ![[Knotted set|Knotted]] |55.2<br />({{Type|heavy|'''HEAVY'''}}) |124.3 |2.252 |{{Icon|Bleed resistance icon|3|nolink=true}} {{Icon|Fire resistance icon|0|nolink=true}} {{Icon|Shock resistance icon|0|nolink=true}} {{Icon|Corrosive resistance icon|15|nolink=true}} {{Icon|Blight resistance icon|7|nolink=true}} |- ![[Leto Mark II set|Leto Mark II]] |90<br />({{Type|ultra|'''ULTRA'''}}) |176.8 |1.964 |{{Icon|Bleed resistance icon|10|nolink=true}} {{Icon|Fire resistance icon|10|nolink=true}} {{Icon|Shock resistance icon|10|nolink=true}} {{Icon|Corrosive resistance icon|10|nolink=true}} {{Icon|Blight resistance icon|10|nolink=true}} |} ===Flat DR=== {{Main|[[Damage reduction|Damage Reduction]]}} Some items (such as the [[Lithic Signet]] and the [[Barkskin]] [[Trait]]) provide damage reduction; the sum total of these increases is known as '''Flat DR'''. ===Enemy debuffs=== {{Main|[[Damage reduction#Reduced Enemy Damage|Damage Reduction]]}} Certain abilities can decrease the damage enemies deal. This reduction is applied before any other calculations, allowing the [[Traveler]] to bypass the '''80%''' Damage Reduction cap. =References= <references /> [[Category: Game mechanics]]
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