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    Combat Mechanics

    Damage Formula

    Follow a hit from weapon roll through skill scaling, added damage, critical strikes, and mitigation.

    Darkspire resolves damage in ordered stages. Understanding the order matters because different modifiers enter different buckets.

    Physical hit pipeline

    For the physical portion of a hit:

    W=roll(Wmin,Wmax)Bskill=W×CeffectiveA=roll(Amin,Amax)Dpre-crit=(Bskill+A)(1+Idamage)Dfinal=Dpre-crit×Mcrit×Mtriple×Mdouble\begin{aligned} W &= \operatorname{roll}(W_{\min}, W_{\max}) \\ B_{\text{skill}} &= W \times C_{\text{effective}} \\ A &= \operatorname{roll}(A_{\min}, A_{\max}) \\ D_{\text{pre-crit}} &= (B_{\text{skill}} + A)(1 + I_{\text{damage}}) \\ D_{\text{final}} &= D_{\text{pre-crit}} \times M_{\text{crit}} \times M_{\text{triple}} \times M_{\text{double}} \end{aligned}

    Critical, triple-damage, and double-damage rolls are independent. If more than one succeeds, their multipliers stack multiplicatively.

    Triple damage currently has no ordinary gear source. The formula supports it for Discipline and future-system hooks.

    Effective skill coefficient

    A skill begins with its base coefficient and grows with effective gem level:

    Clevel=Cbase[1+g(Leffective1)]C_{\text{level}} = C_{\text{base}} \left[1 + g(L_{\text{effective}} - 1)\right] Ceffective=Clevel×H×(1+Igem)×(1+Idelivery)×jMDiscipline,jC_{\text{effective}} = C_{\text{level}} \times H \times (1 + I_{\text{gem}}) \times (1 + I_{\text{delivery}}) \times \prod_j M_{\text{Discipline},j}

    Effective level includes the gem’s XP level, the gem’s own level affix, and matching all-skill, attack, spell, or damage-school level bonuses from gear.

    Multi-hit skills fold their listed hit count into the coefficient. The coefficient shown in the compendium is the level-1 per-cast starting point before character modifiers.

    Elemental and chaos portions

    Added elemental or chaos damage uses its own rolled range:

    Delement=roll(Emin,Emax)×Ceffective×Mshared hitD_{\text{element}} = \operatorname{roll}(E_{\min}, E_{\max}) \times C_{\text{effective}} \times M_{\text{shared hit}}

    The shared multiplier includes generic increased damage, critical damage, and successful double or triple damage. School-specific and generic elemental increases are folded into the elemental range before the hit is rolled.

    Skills may convert part of the physical portion:

    • attack-scaling elemental skills do not automatically convert physical damage;
    • hybrid skills convert 50% to their listed school;
    • spell-scaling skills convert 100% to their listed school.

    Critical strikes

    The character starts from a 5% base critical chance:

    Pcrit=min(95%,(5%+Pcrit,flat)(1+Icrit))P_{\text{crit}} = \min\left( 95\%, \left(5\% + P_{\text{crit,flat}}\right) \left(1 + I_{\text{crit}}\right) \right)

    A gem’s flat skill critical chance is added after the character sheet calculation, with the same final 95% cap.

    Base critical damage is 150%. Dexterity, equipment, gem affixes, and Disciplines can raise the multiplier.

    Defender mitigation

    After a hit is rolled, each damage portion is mitigated separately:

    • physical damage uses Armour;
    • fire, cold, lightning, and chaos use Resistances;
    • evasion and block can prevent a hit before mitigation;
    • spell suppression can halve an unblocked spell after normal mitigation;
    • energy shield absorbs the remaining total before life.

    Worked example

    Assume a skill rolls 20 weapon damage, has a 1.5 coefficient, adds 5 physical damage, and has 40% increased damage:

    Bskill=20×1.5=30Dpre-crit=(30+5)×1.4=49Dcritical=49×1.5=73.5\begin{aligned} B_{\text{skill}} &= 20 \times 1.5 = 30 \\ D_{\text{pre-crit}} &= (30 + 5) \times 1.4 = 49 \\ D_{\text{critical}} &= 49 \times 1.5 = 73.5 \end{aligned}

    If the defender’s armour reduces that 73.573.5 physical hit by 20%20\%, roughly 58.858.8 damage reaches energy shield or life.

    This example omits conversion, additional elemental portions, penetration, Discipline conditions, ailments, and damage-taken modifiers.