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	<id>http://firstfeudal.harpoon.games/index.php?action=history&amp;feed=atom&amp;title=Damage_Calculation</id>
	<title>Damage Calculation - Revision history</title>
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	<updated>2026-04-16T16:32:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://firstfeudal.harpoon.games/index.php?title=Damage_Calculation&amp;diff=656&amp;oldid=prev</id>
		<title>172.68.238.54 at 01:09, 11 February 2022</title>
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		<updated>2022-02-11T01:09:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Outcoming damage ==&lt;br /&gt;
&lt;br /&gt;
Base melee damage is equal to [[Weapons|weapon]] damage (which depends on weapon type and quality). Base range damage is equal to arrow damage multiplied by weapon quality coefficient (1 for poor quality + 0.075 for each quality above till to a total 1.3 for excellent quality).&lt;br /&gt;
After that base damage is multiplied by STR coefficient (+5% damage for each STR point above 10).&lt;br /&gt;
Also well rested [[Buffs|buff]] can gain up to 15% damage bonus.&lt;br /&gt;
&lt;br /&gt;
For example peasant with 15 STR, any bow with Good quality and 3 stack of well rested [[Buffs|buff]] shooting [[Copper Arrow|copper arrow]] will have total outcoming damage: 30*1.15*1.25*1.15=49.59 damage ([[Copper Arrow|copper arrow]] damage * quality coeff * STR coeff * well rested coeff).&lt;br /&gt;
&lt;br /&gt;
[[Bear]] has 120 damage, and [[wolf]] has 60 damage. Also they have STR stat which increase over time.&lt;br /&gt;
&lt;br /&gt;
Damage is reduced by 20% for each enemy hit by current attack (so a single swing with two-handed sword with base damage 50 will hit first enemy for 50 damage, second for 40, third for 32, etc.).&lt;br /&gt;
&lt;br /&gt;
== Incoming damage ==&lt;br /&gt;
&lt;br /&gt;
Incoming damage can be reduced or increased in several ways:&lt;br /&gt;
 1) attack can be blocked with a shield. In that case, melee attacker will be stunned and defender will lose some &amp;quot;blocking stamina&amp;quot; depending on incoming damage&lt;br /&gt;
 2) incoming damage can be reduced by weared [[armor]]. Armor part is selected randomly: 23% to defend with helmets, 36% to defend with body armor, 25% to defend with leggings, 16% to defend with boots&lt;br /&gt;
 3) buildings reduce incoming pierce damage in 3 times, blunt and slash damage in 1.5 times. Also pierce and slash damage cannot damage building for more than 15 damage and max blunt damage againist buildings is 30&lt;br /&gt;
&lt;br /&gt;
Diffirent ore types on the quarry have different &amp;quot;armor&amp;quot;, so it is impossible to get iron with bad picks and low-STR characters. Also each ore has hp pool and after damaging to that pool quarry drops selected ore.&lt;br /&gt;
&lt;br /&gt;
Base stats for [[Ordinary Quarry]]:&lt;br /&gt;
 Stone armor = 8;&lt;br /&gt;
 Stone hp = 100;&lt;br /&gt;
 &lt;br /&gt;
 Copper armor = 22;&lt;br /&gt;
 Copper hp = 170;&lt;br /&gt;
 &lt;br /&gt;
 Clay armor = 22;&lt;br /&gt;
 Clay hp = 350;&lt;br /&gt;
 &lt;br /&gt;
 Tin armor = 31;&lt;br /&gt;
 Tin hp = 400;&lt;br /&gt;
 &lt;br /&gt;
 Iron armor = 50;&lt;br /&gt;
 Iron hp = 400;&lt;br /&gt;
&lt;br /&gt;
Trees and farms can only be hit with slash weapons, quarries and pebble only by blunt weapons, debris and farm &amp;quot;plan&amp;quot; only by pierce melee weapon.&lt;br /&gt;
&lt;br /&gt;
== Critical hit ==&lt;br /&gt;
&lt;br /&gt;
Critical hit chance depends on weapon type, weapon quality, well rested buff, &amp;quot;Lucky&amp;quot; [[trait]], and [[Weapon Honing]] science upgrade.&lt;br /&gt;
&lt;br /&gt;
Each weapon has a chance to land a critical hit. The critical hit mechanic is based on current hit type.&lt;br /&gt;
 a critical hit while attacking ignores half of the target&amp;#039;s armor&lt;br /&gt;
 a critical hit while building spends one resource instead of two&lt;br /&gt;
 a critical hit while harvesting farms grants an additional crop&lt;br /&gt;
&lt;br /&gt;
So it is important to have bigger critical chance for warriors, builders and farmers (only for sickles) and critical chance is useless for miners and woodcutters.&lt;br /&gt;
&lt;br /&gt;
[[Bear]] has 70% crit chance and [[wolf]] has 30% crit chance.&lt;/div&gt;</summary>
		<author><name>172.68.238.54</name></author>
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