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Damage calculation

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Contents

This page describes guidelines for users who want to spade out values for various effects. This is important for skill coefficients and effects from traits, which are not documented in-game.

[edit] Skill damage

[edit] Weapon skill

Damage = Weapon strength * Power * Skill coefficient / Armor
  • Weapon strength: A uniformly distributed random number taken from within the range listed as "Weapon Strength" on the equipped weapon. The weapon damage used for a skill will typically be that of the weapon associated with that skill; utility and elite skills are typically not affected by weapon damage and use a range based on the player's level.
  • Power: The current power as listed on the Hero tab.
  • Skill coefficient: Every skill has a damage coefficient used to calculate damage inflicted.
  • Armor: The target's current armor as listed on the Hero tab. Armor is the sum of defense and toughness.

[edit] Power

Power is the primary attribute for calculating how much damage is dealt. Power can be increased through equipment, the might boon, traits, and various effects that provide bonuses to power, such as consumables. The base power attribute for a level 80 character is 916.

[edit] Weapon strength

Weapon strength is the average value of the damage range for a weapon. The weapon range is a uniformly distributed range of possible values with a single value being chosen at random. For one-handed weapons, the damage inflicted is calculated based on the weapon strength of weapon corresponding with the weapon slot. Main hand weapon slots inflict damage based on the weapon strength of the main hand weapon, off-hand weapons slots inflict damage based on the weapon strength of the off-hand weapon.

Weapon Damage range Weapon strength
Main hand
Axe 857-1048 952.5
Dagger 924-981 952.5
Mace 895-1,010 952.5
Pistol 876–1,029 952.5
Scepter 895–1,010 952.5
Sword 905–1,000 952.5
Off-hand
Focus 832–883 857.5
Shield 806–909 857.5
Torch 789–926 857.5
Warhorn 814–900 857
Two-handed
Greatsword 995–1,100 1047.5
Hammer 985–1,111 1048
Longbow 920-1080 1000
Rifle 986-1,205 1095.5
Shortbow 905–1,000 952.5
Staff 985–1,111 1048
Aquatic
Harpoon gun 905–1,000 952.5
Spear 905–1,000 952.5
Trident 905–1,000 952.5

[edit] Armor

Defense is calculated as the sum of the toughness attribute and the defense value. The defense rating is the sum of all the defense values provided by armor and any equipped shield. Trinket slots do not provide defense, although they can provide a bonus to toughness. The profession determines whether the player can wear heavy, medium, or light armor, where heavy armor provides the most defense and light armor provides the least defense.

Defense values for level 80 exotic armor
Armor piece Light Medium Heavy
Helmet 73 97 121
Shoulders 73 97 121
Chest 314 338 363
Gauntlets 133 157 182
Leggings 194 218 242
Boots 133 157 182
Total 920 1064 1211

This translates to light armor professions taking 33% more damage than heavy armor professions, assuming toughness is constant.

[edit] Other sources

All other sources of damage scale linearly with power, except for burst skills as they are intertwined with the weapon itself. Due to this, the skill damage in the tooltip for burst skills is incorrect. These sources include:

  • Utility skills
  • Elite skills
  • Profession mechanics

[edit] Utility skills

Damage = Utility strength * Power * Skill coefficient / Armor

Utility skills have their own damage range that scales with level and will be much lower than the weapon strength of weapons of the same level. For example, Bull's Charge will inflict 390 damage while Whirlwind Attack inflicts 553. This is done on purpose to dissuade players from using utility skills as damage and instead to augment damage being done by weapons.

[edit] Elite skills

Elite skills don't deal damage directly, instead they use summons, transforms, environmental weapons, and similar. These often simply scale with level, dealing a fixed amount of damage at level 80. Transforms tend to double or triple base stats, as with Rampage, to deal the additional damage. Dagger Storm, Tornado, and Whirlpool deal direct damage and have low skill coefficients to make up for the loss of weapon strength.


[edit] Condition damage

Condition damage is displayed in the skill tooltip. The value is handled in {{skill infobox/effects}} and does not require users to enter the values manually.

Condition Stacking Formula
Bleeding 40px.png Bleeding Intensity 0.05 * Condition Damage + 0.5 * Level + 2.5
Burning 40px.png Burning Duration 0.25 * Condition Damage + 4.0 * Level + 8
Poison 40px.png Poison Duration 0.10 * Condition Damage + 1.0 * Level + 4
Confusion 40px.png Confusion Intensity 0.15 * Condition Damage + 1.5 * Level + 10

[edit] Damage calculation

The formula for damage inflicted on a target can be generalized to damage modifiers that increase the amount of damage inflicted or decrease the amount of damage received.

Damage = (Skill damage * Positive multipliers) / (Armor * Negative multipliers)

[edit] Positive multiplier

[edit] Negative multiplier

  • Glancing blow: -50% from weakness, 50% chance of triggering
  • Protection: -33% damage
  • Potion of Slaying: -10% against specific family

[edit] Traits

Weapon Trait Description
Axe Warrior tango icon 20px.png Dual Wielding Damage is increased when wielding an axe, mace, or sword in your off hand.
Dagger Thief tango icon 20px.png Dagger Training Dagger damage is increased.
Mace Guardian tango icon 20px.pngMace of Justice Wielding a mace grants additional damage. Wielding a mace also grants healing power (based on level).
Warrior tango icon 20px.png Sundering Mace Mace damage is increased when a foe is weakened. Reduces recharge on mace skills.
Warrior tango icon 20px.png Dual Wielding Damage is increased when wielding an axe, mace, or sword in your off hand.
Pistol Thief tango icon 20px.png Pistol Mastery Deal additional damage with pistols.
Scepter Guardian tango icon 20px.png Scepter Power Scepter damage is increased.
Sword Guardian tango icon 20px.pngPowerful Blades Sword and spear damage is increased.
Greatsword Guardian tango icon 20px.png Greatsword Power Greatsword damage is increased by 5%.
Warrior tango icon 20px.png Slashing Power Greatsword and spear damage is increased.
Ranger tango icon 20px.png Two-Handed Training Greatsword and spear damage is increased. Greatsword and spear attacks have a chance to grant fury on hit.
Hammer Warrior tango icon 20px.png Merciless Hammer Hammer damage is increased when a foe is disabled. Reduces recharge on hammer skills.
Longbow Warrior tango icon 20px.png Burning Arrows Longbow damage is increased against burning foes. Reduces recharge on longbow skills[sic]
Ranger tango icon 20px.png Eagle Eye Increases longbow and harpoon gun range. Longbow and harpoon gun damage is increased.
Rifle Engineer tango icon 20px.png Rifle Mod Improves damage for the rifle and the harpoon gun.
Shortbow Thief tango icon 20px.png Power Shots Short bow and harpoon gun damage is increased.
Harpoon gun Engineer tango icon 20px.png Rifle Mod Improves damage for the rifle and the harpoon gun.
Ranger tango icon 20px.png Eagle Eye Increases longbow and harpoon gun range. Longbow and harpoon gun damage is increased.
Thief tango icon 20px.png Power Shots Short bow and harpoon gun damage is increased.
Spear Guardian tango icon 20px.pngPowerful Blades Sword and spear damage is increased.
Warrior tango icon 20px.png Slashing Power Greatsword and spear damage is increased.
Ranger tango icon 20px.png Two-Handed Training Greatsword and spear damage is increased. Greatsword and spear attacks have a chance to grant fury on hit.

[edit] Testing

[edit] Steady weapons

One of the main issues is weapon skills inflict a variable range of damage. This can be resolved through the use of PvP Steady weapons, that provide a fixed weapon strength value. This keeps all values in the damage equation constant, therefore the skill coefficient can be derived based on how much damage the skill inflicts.

Hand Weapon Damage
One-handed
Main Hand
Aureate Axe.png PvP Steady Axe 127-127
Aureate Dirk.png PvP Steady Dagger 119-119
Aureate Mace.png PvP Steady Mace 122-122
Aureate Pistol.png PvP Steady Pistol 125-125
Aureate Virge.png PvP Steady Scepter 122-122
Aureate Rinblade.png PvP Steady Sword 121-121
Off hand Aureate Charm.png PvP Steady Focus 107-107
Aureate Targe.png PvP Steady Shield 110-110
Aureate Sconce.png PvP Steady Torch 112-112
Aureate Warhorn.png PvP Steady Warhorn 109-109
Two-handed
Terrestrial Aureate Highlander Greatsword.png PvP Steady Greatsword 133-133
Aureate Warhammer.png PvP Steady Hammer 135-135
Aureate Longbow.png PvP Steady Longbow 131-131
Aureate Musket.png PvP Steady Rifle 125-125
Aureate Short Bow.png PvP Steady Short Bow 131-131
Aureate Staff.png PvP Steady Staff 135-135

[edit] Damage coefficient

The skill coefficient for weapon skills can be calculated using the damage equation. We have many variables, but fortunately there are tools for getting constant values. The issue of weapon strength is solved through the use of PvP Steady weapons as noted above. The power and armor values can be fixed by unequipping all equipment that provides attribute bonuses. The power for a level 80 player with no equipment is 916. The toughness for a level 80 player with no equipment is 916. The armor value of the foe we are using the skill on is needed. Fortunately, the testing dummies in Hall of Memories are suitable punching bags, but we need to know how much armor they have.

Golem Armor
Target Golem - Heavy 2600
Target Golem - Medium 2200
Target Golem - Light 2000

We will use the heavy golem for our calculations. We can now use the equation to calculate the skill coefficient based on the damage inflicted by the weapon skill based on the type of weapon. If we use a dagger, our formula will look like:

Damage = 119 * 916 * Skill coefficient / 2600

We can then solve the equation for the skill coefficient given the damage.

[edit] Trait

Many traits provide implicit effects, effects that are not displayed in the effect bar or in the tooltips. An issue with traits that provide an unknown increase in damage is the relatively small difference in damage done by steady weapons, you will likely only see an increase in 2-3 damage. This can cause the percent increase to fluctuate +/- 1%. This can be narrowed down to a range by increasing power and measuring the increase in damage on critical hits. The percent increase in damage can be calculated as:

(Damage with effect - Damage without effect) / Damage without effect * 100%

Traits that trigger effects are identical to skills in that they use skill effects. Assume that there is a hidden tooltip that holds all the information about the effect from the trait. You can identify the name of the skill if you are hit with it by another player and view the "System" tab in the chat panel. You can also design a pseudo-tooltip from the information as if it were a real skill.

[edit] Glossary

  • Skill - An attack or action that inflicts one or more effects.
  • Effect - A mechanic that modifies the state of a player or NPC.
  • Damage - Any effect from a skill that reduces the amount of health of a target.
    • Direct damage - A skill effect that reduces the amount of health of the target.
    • Condition damage - Damage inflicted by a condition, measured by damage per second over a period of time.
    • Fall damage - Damage inflicted from a fall, damage inflicted scales with distance fallen and measured as a percentage of maximum health.
  • Weapon - A piece of equipment that gives access to weapon skills.
    • Damage range - The range of damage on a weapon. The damage is equally distributed random function between a minimum and maximum damage value.
    • Weapon strength - The average damage inflicted by a weapon; the average value of the minimum and maximum damage.
  • Power - An attribute that increases the amount of direct damage inflicted by an effect.
  • Armor (attribute) - An attribute calculated as the sum of defense and toughness
  • Defense - The sum of defense rating for all pieces of armor equipped.
  • Toughness - An attribute that decreases the amount of direct damage received by an effect.
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