Damage
Damage is the game mechanic that allows abilities or actions to reduce the health of a target (player or Monster).
Contents
Damage Type
Damage is broken down into 2 main types - "Physical" and "Magic". With a few very rare exceptions, the Magic weapons do Magic damage. Melee weapons and Ranged weapons both do Physical damage (with no currently known exceptions).
Monsters can deal Physical, Magical, or Filth damage. Occasionally it is intuitive what they are doing - Shotgun wielding scarecrows do physical damage, just like a player using a shotgun would. Other times, you may have to look at your combat logs to see what is happening.
Physical Protection reduces the damage that is taken when receiving Physical damage and Magical Protection reduces the damage that is taken when receiving Magic damage.
Damage Sub-Type
The weapons can either do damage to a single enemy target or to multiple enemy targets.
There are "sub-types" of damage available to weapon abilities, depending on if they are single-target or multi-target.
Single-target Sub-Types
The single-target damage sub-types are:
- Normal - The majority of abilities do not have a special sub-type of damage, and unless they explicitly state that they do, they are considered to do Normal damage sub-type
- Burst - An attack that attempts to land a hit multiple times. Could be 2-5 times, but typically 3. Each attack in the burst rolls to-hit and damage separately from the others.
- Focus - A Channeled attack. Requires the attack to take place over an extended duration, doing damage every so often during that duration
- Strike - An attack that does more damage than most other single-target attacks. Often offset by having longer Activation or Recharge timers than similar non-strike abilities.
Multi-target Sub-Types
The multi-target damage sub-types are:
- Normal - The majority of abilities do not have a special sub-type of damage, and unless they explicitly state that they do, they are considered to do Normal damage sub-type
- Blast - A PBAoE attack that could be Cone or Column shaped, affecting a number of targets within that area. For TSW, typically up to 5 targets.
- Chain - A TAoE attack that hits it's intended target, and then "jumps" to another nearby enemy target as well. The number of times the attack can "jump" as well as the distance allowed for each jump is dependent on the abilities description. Although most TSW abilities are 4 jumps of 3 or 5 meters max.
- Frenzy - A circular PBAoE attack that strikes at a number of targets around you. Each attack rolls separately for to-hit and damage from the other attack. Nearly all TSW Frenzy attacks affect upto 5 targets within 5 meters of you.
Multi-Target Targeting
While the special multi-target sub-types define their areas of effect, the "normal" multi-target attacks also have additional ways of determining which enemies are affected:
- GTAoE - Ground-Target AoE - The player selects a point on the ground (which may or may not have an enemy there) for the ability to take affect. These attacks are always circular shaped in TSW.
- PBAoE - Point-Blank AoE - Attack originates from the character. These attacks may be one of these shapes:
- TAoE - Targeted AoE - The ability takes effect originating from the intended enemy target. These attacks are always circular shapped in TSW.
Note that the GTAoE, PBAoE, and TAoE types of attack may also include a "Persistent Ground Effect" that lingers in the affected area for some time after the ability has been used.
Offensive Statistics
Your Offensive stats determine how well you can hit, how much damage you do, how often you score critical hits, and how much critical damage you add.
- Combat Power - Your overall rating of combat effectiveness. Your Combat Power is a product of your Attack Power and your Weapon Power.
- Attack Power - Attack Power is modified by your Talismans. Higher attack power means dealing more damage per hit.
- Weapon Power - Weapon Power is directly derived from the weapon(s) you wield. Higher weapon power means better damage.
- Critical Rating - Influenced by your Talismans and Weapon Glyphs, critical rating increases your chance to score critical hits.
- Critical Chance - A percentage-based figure. Your actual chance to score critical hits is your Critical Chance, minus the Enemy Crit Rating of your target(s).
- Critical Power Rating - The product of your Talismans and Weapon Glyphs. Affects the amount of additional damage your critical hits add.
- Critical Power - The percentage of your attack damage that is 'added on' when you score a critical hit.
- Hit Rating - This figure represents accuracy; if your Hit Rating is higher than your enemy's Defense Rating, your enemy will evade less often, and you will inflict less Glancing blows.
- Enemy Evade Chance - This is the percentage chance that you subtract from your enemy's chance to evade, based on your Hit Rating.
- Penetration Rating - Opposed by the opponent's Block Rating, this determines how often you can by-pass part of the enemy's Protection.