Damage is the overall representation of the harm inflicted on characters or objects that reduces their HP. It represents the impact of attacks, spells, traps, or other harmful events, affecting a character's ability to continue fighting or functioning effectively in the game. In broad combat terms, damage is a means to an end. Damage can be delivered through a lot of means, and have a lot of different types, used mainly to exploit an enemy's weaknesses.
Damage Classes[]
Physical Damage is damage dealt through non-magical means, such as physical impacts or natural hazards, and is absorbed by physical defenses.
Magic Damage is damage caused by the direct use of magic energy (Focus) through spells or enchantments, bypassing physical defenses but mitigated by magical defenses.
Armor-Ignoring Damage can be either physical or magical. This type of damage bypasses Armor and Magic Armor but still interacts with Defense and Resistance.
Protection-Ignoring Damage, also known as "true damage" in other games, can be either physical or magical, and ignores all forms of defense, including Armor, Magic Armor, Defense, and Resistance.
Scaling[]
For Basic Attacks:
- Scaled Weapon Attack
For Non-Spells:
- Scaled Weapon Attack * (Skill's percentage SWA scaling)
For Spells (If the Tome's Damage Type == Spell's Magic Domain):
- Tome's Power + Scaled Weapon Attack * (Spell's percentage SWA scaling + Spell's Elemental ATK scaling)
For Spells (If the Tome's Damage Type =/= Spell's Magic Domain):
- Scaled Weapon Attack * (Spell's percentage SWA scaling + Spell's Elemental ATK scaling)
Modifiers[]
Damage is also modified by certain status effects, listed below:
Trivia[]
- Absolute Death used to be a status effect that increases Physical Damage taken by its target. It has been long reworked into something else.
Combat Mechanics |
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Damage vs. Protection Hit vs. Evade Critical vs. Critical Evade Status Infliction vs. Status Resistance Other |