# Weapon Damage

From TheKolWiki

The second step toward rifling through a dead monster's pockets, after hitting them, is dealing damage. There are three damage formulas that are used by players, depending on what type of weapon is being used. Monsters have a separate formula.

### Weapon Damage Formulas

Damage done by your melee weapon attacks can be calculated as follows:

- Total Damage =
- (
- floor(Player Muscle × Attack-type Muscle Multiplier × 1.0) - Monster Defense, (minimum 0)
- + Weapon Damage × Crit Multiplier × Attack-type Weapon Damage Multiplier
- + absolute, non-elemental Bonus Weapon Damage

- ) x (100% + percentage-based Bonus Weapon Damage)
- + Offhand Weapon Damage (if double-wielding)
- + Elemental Bonus Weapon Damage

- (

Damage done by barehanded attacks can be calculated as follows:

- Total Damage =
- (
- floor(Player Muscle × Attack-type Muscle Multiplier × 0.25) - Monster Defense, (minimum 0)
- + 1 (barehanded damage) × Crit Multiplier × Attack-type Weapon Damage Multiplier
- + absolute, non-elemental Bonus Weapon Damage

- ) x (100% + percentage-based Bonus Weapon Damage)
- + Elemental Bonus Weapon Damage

- (

Damage done by your ranged weapon attacks can be calculated as follows:

- Total Damage =
- (
- floor(Player Moxie × Attack-type Moxie Multiplier × 0.75) - Monster Defense, (minimum 0)
- + Weapon Damage × Crit Multiplier × Attack-type Weapon Damage Multiplier
- + absolute, non-elemental Bonus Weapon Damage
- + absolute, non-elemental Bonus Ranged Damage

- ) x (100% + percentage-based Bonus Weapon Damage)
- + Offhand Weapon Damage (if double-wielding)
- + Elemental Bonus Weapon Damage

- (

Where

- Attack-type Muscle/Moxie Multiplier is 1.25 for a non-Seal Clubber's Lunging Thrust-Smack, 1.3 for a Seal Clubber's Lunging Thrust-Smack or Northern Explosion, 1.4 for a Bashing Slam Smash, or 1 otherwise;
- Crit Multiplier is 1 for a normal hit, 2 for a critical hit, 3 for a critical hit with Audacity of the Otter, or 4 for a critical hit with Legendary Luck;
- Attack-type Weapon Damage Multiplier is 2 for Thrust-Smack or Mighty Axing, 3 for Lunging Thrust-Smack or Northern Explosion, 5 for Bashing Slam Smash, 5 for Cleave, or 1 otherwise.
- Weapon damage is 1 for barehanded attacks or weapons with 0-power.
- You must have a melee weapon equipped for Mighty Axing and Cleave to work.

- Damage is normally displayed as A
**(+B)****(+C)****(+D)****(+E)****(+F)****(+G)**. - Percentile Weapon Bonus applies to the first four items listed above, but not off-hand or elemental damage (essentially, A above, but not B through G).
- Bonus Weapon Damage applies to both melee and ranged weapons.
- Penalties to melee damage will not reduce the damage you deal below 1 + Elemental Damage.
- When using Thrust-Smack, Lunging Thrust-Smack, or Lunge-Smack, only the mainhand Weapon Damage is doubled/tripled, not the Total Damage.
- Monster Level variation may increase the apparent range of damage dealt. The above formula is for actual, not nominal, monster level.

### Monster Damage Formula

Raw monster damage is given by:

- Total Damage =
- (Diff + 20 to 25% of Monster Attack - Damage Reduction)
- × (1 - AbsorbFrac)
- × (1 - ElementalFrac)

Where

- Diff = (Monster Attack - Player Moxie), minimum 0
- except for Heroes of the Half-Shell who are wielding a shield and have more Muscle than Moxie, in which case Muscle will be substituted for Moxie.

- AbsorbFrac = (√(Damage Absorption/10) - 1)/10 (with minimum 0, maximum 0.9)
- ElementalFrac: see Elemental Resistance to determine the value based on resistance strength; remember that Mysticality classes get an innate 5% bonus

## Notes

- Your damage will be followed by
*n*Sound Effects, where*n*is equal to the square root of melee damage (not counting enchantments) rounded up to a maximum of 10. - The monster's damage will be followed by
*n*Sound Effects, where*n*is equal to the square root of the monster's damage rounded up to a maximum of 10. - Damage within the given ranges have a triangular distribution. In slightly-less-math-geek, this means they are the sum of two die rolls, rather than a single die roll; so values towards the middle of the range are more common. (Try rolling a pair of six-sided dice and adding them for yourself -- you should get about 6 times as many sevens as you do twos and twelves.)
- HCO did the original spading and graphs of Damage vs. Awesomeness, but their website is no longer available.

## History

- Back when it still existed, a Moxie class's Moxious Maneuver used Moxie for damage calculations instead of Muscle, with no penalty for using a ranged weapon or fighting barehanded. Criticals still occurred, although there was no in-game message to reflect this. Moxious Maneuver did not count as a weapon attack, and was not boosted by Bonus Weapon Damage.