Damage

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Whilst it is possible to complete a pilgrimage without violence, in all likelihood you will be called upon to kill all those to attempt to stop you, the primary way of doing so being to deal damage to enemies until their Life drops to zero. Almost every ability in the game will either deal damage or facilitate your other abilities in dealing damage, so it is vital to understand how it is calculated if you want to reach the end of your journey alive.


Damage Type

All damage in the game will have a type, also known as an element. The type of damage determines certain synergies with abilities and whether the damage will be decreased (or increased) by Resistance. There are eleven damage types that can be grouped into two categories: physical and non-physical damage.


Physical Damage Physical Damage

The more common damage types; physical damage encompasses wounds inflicted by all manner of ranged and melee weapons wielded by the Pilgrim or by enemies. Armor and Block are 100% effective against physical damage, making it easier to shrug-off and block. The three physical damage types are:


Non-Physical DamageNon-Physical Damage

Non-Physical damage represents damage from all other sources; magic from enemy priests, natural (or unnatural) afflictions from beasts and other, more esoteric abilities. Whilst less common than physical damage, non-physical damage is harder to reduce as Armor and Block are less effective against it. The eight non-physical damage types are:


Damage Calculation

All damage, regardless of source, is calculated using a common formula. Note that this is separate from Hit Calculation (see the attack sequence) as this is how much damage is subtracted from the Pilgrim's or enemy's Life after a hit has beaten the target's defences and been confirmed. All calculations are rounded down to the nearest integer. In its simplest form damage is calculated as follows:

Damage Inflicted = (Base Damage Value + Increases + Willpower Damage Bonus) - Resistance + Special

Base Value: The base damage of the event that caused this damage calculation. In the case of attacks or hits this is the hit value. For direct damage events the value will be listed in the ability that caused the damage.

Increases: An umbrella term that covers all the abilities in the game that add a flat amount of damage to certain damage events. This can include the effects currently on you and the target, your powers and items. See below for a full list of abilities that come under this category.

Willpower: Bonus damage added by your Willpower. Note that this is calculated from the base value only and does not include damage increases (see Willpower Damage Bonus):

Willpower Damage Bonus = Base Damage Value * (1 + (Willpower / (10 * Inflexibility))

Resistance: Damage reduction based on the target's Resistance to the relevant damage type. In the case of negative Resistance this will instead increase the damage inflicted:

Damage Reduced = (Base Value + Increases + Willpower) * (1 - (Resistance / 100))

Special: Unique abilities that modify the amount of damage inflicted after all other calculations. See below for more details.


A more complete formula would therefore be:

Damage Inflicted = ((Base Value * (1 + (Willpower / (10 * Inflexibility))) + Increases) * (1 - (Resistance / 100))) + Special


Self-Damage

Some abilities in the game deal damage to the unit with that ability. This is usually referred to in the description of the ability as self-damage or dealing damage to yourself. Self-damage is unaffected by increases, Willpower Damage Bonus and other modifiers, only dealing the amount of damage listed in the ability, usually a flat number. Self-damage is also not reduced by Resistance.


Healing Calculation

Just as with damage, all healing is calculated using the same formula. Thankfully, healing is much simpler as it is unaffected by Resistance or other special modifiers. Unlike damage, all healing calculations are rounded up to the nearest integer:

Healing Received = Base Heal Value * (1 + (Willpower / 10)) + Increases

Note that while Inflexibility affects the damage bonus granted by your Willpower, it does not affect the bonus applied to healing.

Increases: As with damage, some abilities add a flat value to all healing received. See below for a full list of these abilities.


Damage Increases

Name Modifier Applies To
Myrmidon Icon
Myrmidon
+20% of base value per point of Inflexibility All Physical Damage physical damage
Baghatar Icon
Baghatar
+5% of base value per empty prayer charge All damage
Assassin Icon
Assassin Critical
+20% of base value 20% chance on any Physical Damage physical damage
Assassin Icon
Assassin
+20 damage per point of Dexterity All damage dealt to adjacent enemies
Phoenix Icon
Phoenix
+100% of base value, if Krasota is not fully-charged All damage
Flame Knight Icon
Flame Knight
+20% of base value per point of Strength if Two-handing All Fire DamageFire damage
Shantih Icon
Shantih
+20% of base value per point of Dexterity All Lightning DamageLightning damage
Pyromaniac Icon
Pyromaniac
+5 damage per stack of Inflame IconInflame on self All Fire DamageFire damage
Frenzied One Icon
Frenzied One
+5 damage per stack of Inflame IconInflame on self All damage
Windblade Icon
Windblade
+200% of base value 20% chance on any Slash DamageSlash damage
Elementalist Icon
Elementalist
+10% of base value per point of Willpower All Non-Physical Damagenon-physical damage
Pyromancy Icon
Pyromancy
+ stacks of Scorch IconScorch on target * skill level All Fire DamageFire, Astral DamageAstral and Lightning DamageLightning damage
Morbumancy Icon
Morbumancy
+ stacks of Sickness IconSickness on target * skill level All Poison DamagePoison and Death DamageDeath damage
Acidify Icon
Acidify
+ stacks of Corrosion IconCorrosion on target All Poison DamagePoison and Fire DamageFire damage
Cryomancy Icon
Cryomancy
+ stacks of Freeze IconFreeze on target * skill level All Ice DamageIce and Physical Damage physical damage
Master Repulsion Icon
Master Repulsion
+ stacks of Repulsion IconRepulsion on self All Astral DamageAstral and Psychic DamagePsychic damage
Attune Icon
Attune
+1% of base value per stack All damage
Charge Icon
Charge
+5 damage per stack All damage
Mark Icon
Mark
+10% of base value per stack All Physical Damage physical damage taken
Meditate Icon
Meditate
+10 damage per stack All damage
Crowform Icon
Crowform
+1% of base value per stack All damage


Healing Increases

Name Modifier
Ninhurs Icon
Ninhurs
+50% of base Healheal value whilst standing on divine grass
Life Chant Icon
Life Chant
+5
Blood-drinker Icon
Blood-drinker
+100% of base Healheal value
Merzot Icon
Merzot
+20


Special Modifiers

There are a small number of abilities in Path of Achra that do not follow the usual damage rules. These are applied after all other calculations:

Name Modifier
Agony Icon
Agony
If after all other damage calculations (including Grace IconGrace, but excluding Protection IconProtection) the total damage inflicted is less than 2% of the target's max Life, then the damage is increased by an amount equal to the difference. In other words, the minimum amount of damage that can be dealt by any damage event to a target with Agony IconAgony is equal to 2% of their max Life.
Grace Icon
Grace
Reduces damage taken by (5 * stacks of Grace IconGrace). Applied after Resistance but before other special modifiers.
Protection Icon
Protection
Upon being dealt damage, if the target has Protection IconProtection, the damage is reduced to 1. This is applied last after all other abilities and modifiers including Agony IconAgony.