Damage Spreadsheet (for 1.0.5 beta)

I have updated the spreadsheet for 1.1 and put it here:

Not much has changed, only the following attacks:

  • Dual Daggers (both heavy attacks)
  • Sword and Dagger (heavy attack 2)
  • Glaive (heavy attack down second)
  • 2H Axe (both heavy attacks and light attack bopp)
  • Sword and Shield (heavy attack stab)
  • Handgun (both attacks)
  • Empire Longbow (shoot charged heavy)
4 Likes

That’s gotta be a mistake, dodge count on the elven sword is 100?

Its correct, test it in keep, do non stop dodges, see if your dodge gets fatigued.

@SquattingBear and you fixed ranged cleave! Thanks a lot for the update.

Your 1.0.7 sheet is on reddit sidebar currently.
I suggest you put a latest version in the OP of this topic, so it can be linked in the sidebar. So ppl will always find the latest updated sheet.

So something I’ve noticed from experimenting with mods with dmg numbers: for some reason actual boss damage in game is way lower than what this or the dmg calculations spreadsheet show. For example, the repeater pistol and volley bow do about half of the listed damage against bosses, as do most weapons.

yea, it’s correct lol. Been using a sword for speed runs now lol. With HM’s 20% dodge, I can move backwards dodging faster than I can run forwards. kek…

that would be ABSOLUTE AWESOME if u can add Armor Pen below dodge count

because mini-bosses have damage resist, i remember Grimalackt mentioned it with code proof long time ago.

But isn’t armor pen already there in the form of damage to armored?

I think he is referring to the armor pen for “armored boss armor”, i.e. CWs and the armored bosses.

For melee weapons:
It’s the same as damage to normal armored, except for rapier (0.25 pen on heavies) and falchion (0 pen on lights).

For ranged weapons:
It’s pretty much 0 pen on everything, and 0.25 on crits. Some exceptions like repeater pistol had i believe 0.125 pen on crits.
Significant exceptions: Handgun, 0.5 up close, 0.25 far, 0.6 on crits.
Manbow 0.25 up close, 0 far, 0.5 on crits.
Bolt 0.4 up close, 0.2 far, 0.4 on crits.

0.25 on rapier… but why? :neutral_face:

I would guess because it’d be decent against them with headshots.
For reference, it’s pen vs normal armor is 0.4, so you get roughly 40% damage reduction on them compared to SV, paired with harder to hit headshots and you get a weapon that is pretty okay vs normal armor, but drops the ball on CWs.

And I was wondering why I can’t kill CW with rapier. Guess I’ll just ignore them then.

Also great, that since rapier has unique behavior when it comes to super armor, this is totally reflected in its tags and you can easily test it in keep on super armor dummy.

1 Like

Stupid question maybe… what does large mean? Mini-Boss? Chaos Warrior?

You replied to wrong post it seems.

No, on the damage spreadsheet.

unarmored
armored
large
player
berserk

Can’t find word “large” in the original post. Also you replied to me above.

Fine.

On the spreadsheet it has this:

unarmored
armored
large <— what falls into this classification?
player
berserk

Large means bosses and packmaster.

1 Like

It is more commonly referred to as monster instead of large