Attack:
Attack skill damage depends on your weapon and attack speed bonus, accuracy, global or weapon crit and some damage bonuses. Any bonus with the attribute of "additional XX-XX basic damage" applies to attack skills, not to spell skills. Ordinary attacks are attacks, not skills.
The attack can be projection, melee or both. Generally speaking, the attack skills used by bows and wands are projection, while other weapons (daggers, claws, swords, axes, hammers and long sticks) are almost melee attacks, such as mental throwing (attack skill stone).
Spell:
Spells will not directly damage your weapon. Spells are affected by casting speed, spell damage, spell skill stone, global or spell crit attribute, and other damage attributes. This spell gains the basic damage bonus from "spell additional XX-XX basic XX damage". Curses and auras are spells, but they can't do direct damage. Unless influenced by talent, jewelry or equipment, you can only use one curse on the enemy at a time. Aura is a unique attribute enhancement that can preserve spells and influence any entity (summoner, character or teammate) to provide this aura.
Suck:
Damage to the enemy can be restored to life, magic or shield in a certain period of time, and dating with Valmin (talent point) can be restored instantly.
Order of hit and damage calculation:
When an attack causes damage to the enemy, there are several steps:
1. Hit or not-at this stage, calculate whether you hit the enemy (dodge and dodge).
2. Avoid getting hurt-is it blocked?
3. Damage reduction-physical damage reduction and element resistance reduction.
4. Blood deduction-first deduct the shield until the shield is 0 (blood will be deducted directly through the shield in case of random injury).
Similar to a mother character,% of the damage is deducted from magic.
Finally, all the remaining injuries are deducted from the blood volume.
Chaos damage:
Chaos damage penetrates the shield and buckles blood, which is not an element.
Elemental damage:
Elemental damage refers to fire damage, lightning damage and frost damage. Equipment and talent will affect them.
Flame damage:
If you use an attack or spell to cause fire damage, the enemy will be ignited and start burning, and the burning will cause continuous damage. Some enemies, such as humanoid monsters, monkeys and siren, will run away when they are ignited. Multiple ignitions can exist at the same time, but the ignition damage caused by the same character will not be superimposed (take the one with the highest damage), and the ignitions caused by multiple characters can be superimposed.
Frost damage:
When attacking the enemy, it will be slowed down by ice, and it will be frozen when criting. The slow-moving enemy's movement speed, attack speed and casting speed are all reduced, and the frozen enemy can't operate anything (can drink medicine). Block, dodge and dodge are supported when freezing.
Lightning damage:
If you use an attack or spell to release lightning damage, the enemy will be electrocuted. Electric monsters or players will take extra damage when they are hit. Inducing current will increase the damage caused by the enemy, not the damage caused by you.
Damage transformation:
Some skills and equipment can transform one kind of damage into another (the transformation value cannot exceed 100%). For example, you have 100% ice injury to fire injury, 100 basic ice injury, 50% basic ice injury and 50% fire injury. At this time, you will have 50%+50% fire damage, or the fire damage will increase by 100%, and eventually you will have 200 fire damage.
Usually, the percentage is an integer. Percent affixes use "increase%" or "decrease%" to indicate addition and subtraction, and "more%" or "less%" to indicate multiplication.
When calculating a weapon, the appendages of the weapon itself should be calculated first, followed by other equipment or skill talents. This includes any object that affects physical damage, such as increasing physical damage, attaching XX-XX physical basic damage, attack speed, crit rate and accuracy, excluding elemental damage attachment. These can be local affixes, and any affixes marked as "global", such as those that increase the global crit rate, will not be displayed on the weapon first.
Similarly, the values of evasion, armor and energy shield on the equipment will also be changed by the accessories of the equipment itself, including the quality of the equipment and any accessories that can affect the armor, evasion and energy shield of the equipment, excluding the recovery speed and energy shield recovery value.
For example, I have 100 life and two talent points. Each talent point can increase the maximum life by 15%, the total maximum life by 30%, and the final life is 130. Now I have a pair of shoes. Shoes increase my maximum life by 40, and a talent point increases my maximum life by 20. Calculate the non-percentage affixes first, so that I have 160 lives, and then calculate the percentage affixes, so that we finally have 208 lives.
The quality of weapons and equipment is different from that of drugs. The quality of weapons and equipment is superimposed with the% affix on weapons and equipment. For example, we have a piece of equipment with +69 armor, plus 92% armor and 20% helmet. The basic armor of this helmet is 240, then add 69 to get 309 armor, add 92% armor and 20% armor with the mass of 102%, and finally the helmet has 655 armor.
Another example of calculation:
If you have a sword, the basic physical damage is 10-20, and the weapon has the following attachments:
20% by mass
Weapon physical damage increased by 50%
Increase the basic physical damage of weapons by 5- 10.
Talent increases sword damage by 30%
Skill increases damage by 40% and reduces damage by 30%.
The calculation is as follows:
Basic physical damage: 10-20
Weapon affix: [(10-20)+(5-10)] * (1+0.5+0.2) = 25.5-51.
[(XX-XX basic physics+addition of XX-XX basic physics on the attachment) *( 1+ weapon attachment adds X% physics +X% mass) = first calculation result]
Other affixes: (25.5-51) * (1+0.3+0.4) * 0.7 = 30-61
(First calculation result) *( 1+ talent increases X% sword damage+skill increases X% damage) *( 1- reduces X% damage) = final result.