I've recoverd this
from the Way Back Machine and am posting for posterity and reference..... it's not by me but by I guy called Rok. It's how damage in WAR was calculated, in 2009 at least. I am going to make an online calculator and will use this as reference.
Meet Tanky
Meet Tanky. Tanky
doesn’t like to be hit with things and protects himself as much as
possible. Let’s see what happens when we attack him.
Step 1: Did Tanky
Block?
Tanky likes to carry
around a shield that he tries to put between himself and harm’s
way. If he manages to do so he Blocks and the attack is stopped. This
shield has a Block Rating and the higher it is the better his chance
to Block. However the stronger the attack the lower Tanky’s chance
to block. If you’re attacking with a melee weapon, spell or ranged
weapon you will be using your Strength, Intelligence or Ballistic
Skill respectively to overcome the shields Block Rating. Any other
bonuses or penalties are added after that’s worked out, for example
some gear helps you block better and two-handed melee attacks reduce
Tanky's chance to Block by 10%.
[defenders block
rating] / [attackers damage stat] * 40 + [defenders '+ block'
bonuses] - [attackers 'reduced chance to be blocked'] = Block %
Step 2: Did Tanky
Parry/Dodge/Disrupt?
Tanky’s a clever
fellow and has discovered that he can avoid getting hurt be getting
out of the way of things. He’s learned to deflect melee attacks
with his weapon (Parry) which comes from his Weapon Skill, jump out
of the way of arrows (Dodge, sometimes called Evade) thanks to
Initiative and shrug off magical attacks (Disrupt) due to his
Willpower. If he manages to do this, the attack is stopped. As with
Blocking, Tank’s chance to Parry, Dodge or Disrupt is reduced by
your Strength, Ballistic Skill or Intelligence. Any other bonuses or
penalties are added after that’s worked out, for example
dual-weilding would give Tanky a 10% bonus to Parry and two-handed
melee attacks reduce Tanky's chance to Parry by 10%.
[defenders weapon
skill] / [attackers strength] * 15 + [defenders '+ parry' bonuses] -
[attackers 'reduced chance to be parried'] = Parry %
[defenders
willpower] / [attackers intelligence] * 15 + [defenders '+ disrupt'
bonuses] - [attackers 'reduced chance to be disrupted'] = Disrupt %
[defenders
initiative] / [attackers ballistic skill] * 15 + [defenders '+ dodge'
bonuses] - [attackers 'reduced chance to be evaded'] = Dodge %
Step 3: What did you
hit with?
If you’ve come
this far then you’ve hit Tanky! How much damage you’re going to
do depends on what you hit him with. Your attack has an initial
damage shown on its tooltip. It will also do additional damage if
you’re attacking with a Ranged or Melee weapon based on that
Weapons DPS. Each attack has a unique coefficient for your weapons
damage bonus, and while it is often the same as the cast time of the
attack (or 1.5 for instant casts) this is not always the case. The
Weapons DPS is increased by this coefficient.
Sometimes you’ll
just be attacking automatically with your weapon, this is called
auto-attack. Auto-attack has no tooltip damage and its coefficient is
always your weapons speed.
[attacks tooltip
damage] + [attackers weapon DPS] x [attacks weapon coefficient] =
Base Damage
Step 4: So you’ve
got two weapons hu?
So you thought you
were clever did you, bring two swords to a knife fight? Well if
you’ve attacked Tanky with an ability both weapons will add damage,
however the off-hand weapon won’t add as much.
[attacks tooltip
damage] + ([attackers main-hand weapon DPS] +[attackers off-hand
weapon DPS] x 0.45 ) x [attacks weapon coefficient] = Base Damage
If you’re
auto-attacking you will only hit with the main-hand weapon but every
time that happens you have a 50% chance to hit with the off-hand
weapon too. In this case the off-hand weapon deals its damage
separately.
([attackers
main-hand weapon speed] - [attackers off-hand weapon speed]) x
[attackers off-hand weapon DPS] + [attackers off-hand weapon DPS] x
[attackers off-hand weapon speed] x 0.9 = Off-Hand Base Damage
Step 5: How hard did
you hit?
Tanky is Tough but
you’re no slouch either. If you’re stronger, smarter or a better
shot than Tanky is tough you’re going to do extra damage…but if
he’s tougher then you’re going to do less damage. Luckily, no
matter how tough Tanky is your attack’s Base Damage can’t be
reduced below half by that toughness. So this time it’s your
Strength (for melee), Intelligence (for spells) and Ballistic Skill
(for ranged weapons) reduced by Toughness. You can also get bonus
melee, magic or ranged damage on some items. These bonuses are all
modified by the abilities stat coefficient which, like the attacks
weapon coefficient is often the same as the cast time but with many
exceptions. Again, auto-attack damage uses the weapons speed as it’s
stat coefficient.
[attacks stat
coefficient] x ([attackers strength, intelligence or ballistic skill]
+ [attackers bonus melee, magic or ranged damage] - [defenders
toughness]) = Stat Bonus
[base damage] +
[stat bonus] / 5 = Raw Damage (for abilities)
[base damage] +
[stat bonus] / 10 = Raw Damage (for auto-attack or main-hand
auto-attack)
[base damage] +
[stat bonus] / 20 = Raw Damage (for off-hand auto-attacks)
Total Damage cannot
be lower than half Base Damage
Step 6: How about %
bonuses?
The damage you deal
to Tanky is sometimes affected by % modifiers. Maybe someone is
Guarding Tanky (-50%) or maybe you have a tactic like Divine Fury
(+25%). These bonuses always add together before being applied.
[total damage] x (1
+ [% penalties] + [% bonuses]) = Modified Damage
Step 7: Did you hit
him where it hurts?
Sometimes when you
attack Tanky you will hit him where it really hurts, which means
you’ll do around half again more damage. This is called a crit.
Your chance to crit Tanky is based on his Initiative. The more he has
the less chance you have of critting. You can also get crit bonuses
that add on top of that chance and he can get -crit to counter you.
([attackers level] x
7.5 + 50) / [defenders initiative] x 10 = % Crit Chance
Step 8: How much
more did that crit hurt?
Ooomf! Right in the
jibblies!
If you’ve crit
Tanky you’re going to do more damage. The exact amount is
randomised between 40% and 60% extra damage so we like to average it
out to 50%. You can also get bonuses that increase your crit damage.
These are added on top of that 50%.
[modified damage] x
(1.5 + [attackers % crit damage bonus]) = Crit Damage
Step 9: Hang on,
what’s this bubble about?
A sneaky goblin has
put a bubble around Tanky and now you can’t hurt him! Luckily the
bubble can only take so much, prick it enough and it will pop so keep
attacking.
Damage absorb spells
like this can only absorb a flat amount of damage which is listed on
the tooltip. After this they are used up.
If [modified damage]
or [crit damage] is less than [ spell’s absorb amount] then:
[spell’s absorb
amount] - [damage] = Spell’s New Absorb Amount, no damage dealt.
Otherwise:
[damage] - [spell’s
absorb amount] = Post-Absorb Damage, and the damage absorb spell is
gone.
Step 10: What about
all that stuff he’s wearing?
You hit Tanky and
hit him good! Unfortunately he’s wearing slabs of metal from a
military scrap yard. Clang!
Tanky has Armor and
Resistances and they reduce the damage you do by a percentage. Armor
stops physical attacks while Resistance stops magical attacks. There
are three kinds of resistance: Spirit, Elemental and Corporeal. If
your ability is one of these three it will say which kind on the
tooltip, otherwise it’s a physical attack.
If you’re
attacking with a physical attack your Weapon Skill lets you find the
weak points in Tanky’s armor, this is called Armor Penetration.
Tanky can also get bonuses that reduce your armor penetration. If
you’re casting a spell on Tanky there is no stat to reduce his
resistances. Neither Armor or Resistance can go above 75% (after all
modifiers are applied) and both can be reduced by certain spells and
effects. Resistances are further soft capped: After 40% they are less
effective per point of resistance.
For Armor:
[defenders armor] /
[attackers level] / 110 = Armor Mitigation %
[attackers weapon
skill] / ([defenders level] x 30 + 200) = Armor Penetration %
[defenders armor
mitigation] x (1 - [attackers armor penetration] + [defenders
anti-armor penetration]) can’t be greater than 0.75
[post-absorb damage]
x (1 - ([defenders armor mitigation] x (1 - [attackers armor
penetration] + [defenders anti-armor penetration]))) = Final Damage
For Resistance:
If [defenders
resistance] / [attackers level] is equal to or less than 16.8 then:
[defenders
resistance] / [attackers level] / 42 = Resistance Mitigation %
Otherwise:
([defenders
resistance] - [attackers level] x 16.8) / [attackers level] / 126 +
0.4 = Resistance Mitigation %
[resistance
mitigation] can’t be greater than 0.75 (75%)
[post-absorb damage]
x (1 - [defenders resistance mitigation]) = Final Damage
Step 11: Take that
Tanky!
You did it! Tanky’s
health bar is reduced by the damage you dealt. Lucky for Tanky he’s
got plenty of health due to his high wounds.
[wounds] x 10 =
Health Total
[defenders health
total] - [final damage] = Defenders new health total
So there you have
it, easy as that