Post by Spookypatrol [Delia] on Sept 30, 2015 1:59:11 GMT -5
Below is an explanation of the Order of Operations for damage calculations, as well as the Skill Priority for certain skill types.
Combat Order of Operations
An outcome is calculated based on the following order:
Base number +- bonus damage / flat number modifier +- percentile buff / skill modifier+- critical modifier +- effect enhancement modifier / total output modifier
The breakdown is as follows:
Base Number: The number you start with (ie if you are attacking an enemy and your Attack is 30, your base number is 30).
Bonus Damage / Flat Number Modifier: If you have +5 bonus damage, you add that to your 30, which brings your damage up to 35.
Percentile Buff / Skill Modifier: If you have a 10% stat buff to your damage that modifies a skill or stat directly, you gain +10% of your base plus your flat number (unless otherwise stated) 35 (3.5 (4, rounded up)), which brings your total to 39.
Critical Modifier: If a number can critically apply, the critical modifier is added next. If there is no direct critical modifier, the number is doubled. If there is a critical modifier, such as 2.3x, the number is multiplied here. For example, if the example player were to critical with a 2.3x critical mod, their damage would increase to 2.3 x 39 = 89.7 (90).
Effect Enhancement Modifier / Total Output Modifier: If a skill is in effect that modifies the target directly, or the total output of a turn after all modifiers, ie "deal x more damage to the target (this includes weakness / resistance modifiers)," this is applied last. For example, if an enemy is marked to take 10% additional damage, the bonus damage applies after all other modifiers, meaning the 10% is added on top of the final 90. This means you deal 9 more damage to the target, leaving your total damage after all modifiers at 99.
*Note: Sometimes skills will specify that they add a percentage of your base Attack stat as a modifier. Please note that this is taken BEFORE any flat number modifiers or percentile buffs to damage. Buffing your base Attack and your damage are not the same buff.
Skill Priority Order
Certain skills supercede others, making the order of skill application important. Below is a list of effects organized by priority, from highest priority to lowest priority. If several effects within the same priority tier are applied to a single target, the effects are taken in order from newest applied to oldest. Note that certain skills may be specified to take higher priority.
+4
Target-Lock, Feign
+3
Distract's "taunt" component, Mesmerize, Fear
+2
Taunt
+1
Charm
0
All other CC effects, standard damaging moves, heals, Block, buffs, debuffs
-1
*Team Attack, DoTs
*Team Attacks apply on the turn of the last player to join, counting it as low priority.
Combat Order of Operations
An outcome is calculated based on the following order:
Base number +- bonus damage / flat number modifier +- percentile buff / skill modifier+- critical modifier +- effect enhancement modifier / total output modifier
The breakdown is as follows:
Base Number: The number you start with (ie if you are attacking an enemy and your Attack is 30, your base number is 30).
Bonus Damage / Flat Number Modifier: If you have +5 bonus damage, you add that to your 30, which brings your damage up to 35.
Percentile Buff / Skill Modifier: If you have a 10% stat buff to your damage that modifies a skill or stat directly, you gain +10% of your base plus your flat number (unless otherwise stated) 35 (3.5 (4, rounded up)), which brings your total to 39.
Critical Modifier: If a number can critically apply, the critical modifier is added next. If there is no direct critical modifier, the number is doubled. If there is a critical modifier, such as 2.3x, the number is multiplied here. For example, if the example player were to critical with a 2.3x critical mod, their damage would increase to 2.3 x 39 = 89.7 (90).
Effect Enhancement Modifier / Total Output Modifier: If a skill is in effect that modifies the target directly, or the total output of a turn after all modifiers, ie "deal x more damage to the target (this includes weakness / resistance modifiers)," this is applied last. For example, if an enemy is marked to take 10% additional damage, the bonus damage applies after all other modifiers, meaning the 10% is added on top of the final 90. This means you deal 9 more damage to the target, leaving your total damage after all modifiers at 99.
*Note: Sometimes skills will specify that they add a percentage of your base Attack stat as a modifier. Please note that this is taken BEFORE any flat number modifiers or percentile buffs to damage. Buffing your base Attack and your damage are not the same buff.
Skill Priority Order
Certain skills supercede others, making the order of skill application important. Below is a list of effects organized by priority, from highest priority to lowest priority. If several effects within the same priority tier are applied to a single target, the effects are taken in order from newest applied to oldest. Note that certain skills may be specified to take higher priority.
+4
Target-Lock, Feign
+3
Distract's "taunt" component, Mesmerize, Fear
+2
Taunt
+1
Charm
0
All other CC effects, standard damaging moves, heals, Block, buffs, debuffs
-1
*Team Attack, DoTs
*Team Attacks apply on the turn of the last player to join, counting it as low priority.