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|<code>WeaponDamage()</code> | |<code>WeaponDamage()</code> | ||
| rowspan="3" | | | rowspan="3" |Attack damage | ||
| rowspan="3" |The basic, well-behaved damage bonuses are implemented with this function. The bonus will apply to ''only'' the triggering attack and nothing else. | | rowspan="3" |The basic, well-behaved damage bonuses are implemented with this function. The bonus will apply to ''only'' the triggering attack and nothing else. | ||
| rowspan="3" |{{DamageText|2|Acid}} from {{RarityItem|Caustic Band}} | | rowspan="3" |{{DamageText|2|Acid}} from {{RarityItem|Caustic Band}} | ||
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|<code>DamageBonus()</code> | |<code>DamageBonus()</code> | ||
| | |Damage rider | ||
|Damage bonuses using this function will add their damage to each independent damage instance. When combined with effects that use <code>DealDamage()</code>, a single attack can create numerous independent damage instances so <code>DamageBonus()</code> effects can potentially apply their damage many times per attack. | |Damage bonuses using this function will add their damage to each independent damage instance. When combined with effects that use <code>DealDamage()</code>, a single attack can create numerous independent damage instances so <code>DamageBonus()</code> effects can potentially apply their damage many times per attack. | ||
|{{DamageText|2|Radiant}} from {{RarityItem|Callous Glow Ring}} | |{{DamageText|2|Radiant}} from {{RarityItem|Callous Glow Ring}} | ||
|- | |- | ||
|<code>DealDamage()</code> | |<code>DealDamage()</code> | ||
| | |Damage rider source ('''DRS''') | ||
|This function is used by all damaging attacks, spells, and conditions to deal their damage, but some damage bonuses also use it. <code>DealDamage()</code> creates a separate damage instance that can be independently boosted by applicable <code>DamageBonus()</code> sources. In certain scenarios, '''DRS''' effects can trigger each other, creating far more damage instances than might be expected. | |This function is used by all damaging attacks, spells, and conditions to deal their damage, but some damage bonuses also use it. <code>DealDamage()</code> creates a separate damage instance that can be independently boosted by applicable <code>DamageBonus()</code> sources. In certain scenarios, '''DRS''' effects can trigger each other, creating far more damage instances than might be expected. | ||
|{{DamageText|1d8|Physical}} from {{SAI|Colossus Slayer}} | |{{DamageText|1d8|Physical}} from {{SAI|Colossus Slayer}} | ||
|} | |} | ||
The interaction between the different types of damage bonuses can be summarized as follows: | The interaction between the different types of damage bonuses can be summarized as follows: | ||
* ''' | * '''Attack damage''' bonuses do exactly what they say -- nothing more, nothing less. | ||
* The effect of '''damage riders''' is multiplicative with the number of independent damage instances. An attack with 2 extra damage instances from '''damage rider source''' effects will apply any '''damage riders''' 3 times. | * The effect of '''damage riders''' is multiplicative with the number of independent damage instances. An attack with 2 extra damage instances from '''damage rider source''' effects will apply any '''damage riders''' 3 times. | ||
* The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack | * The number of damage instances can grow exponentially with the number of '''damage rider sources'''. For example, if you {{SAI|Sneak Attack}} a {{Cond|Burning}} target with the {{RarityItem|Firestoker}}, you will create 4 independent damage instances: the base attack, the sneak attack, '''Burned Alive''' triggered by the base attack, and '''Burned Alive''' triggered by the sneak attack. | ||
== | ==<code>DamageBonus()</code> == | ||
This is a comprehensive list of all the damage riders in the game that use <code>DamageBonus()</code> which can be acquired by the player. There are other <code>DamageBonus()</code> effects exclusive to certain enemies or attached to items not available in the game (outside of cheats). These effects are excluded from the list below. | |||
This is a comprehensive list of all the | |||
If a damage type is not specified, the damage bonus will inherit the type from whatever damage source it is applied to. | If a damage type is not specified, the damage bonus will inherit the type from whatever damage source it is applied to. | ||
{| class="wikitable | {| class="wikitable" | ||
|+ | |+ <code>DamageBonus()</code> sources | ||
!Source | !Source | ||
! Damage Bonus | ! Damage Bonus | ||
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|} | |} | ||
<references> | <references> | ||
<ref name="universal">These '''damage riders''' are ''' | <ref name="universal">These '''damage riders''' are universal. They will apply to any damage source, even damage '''detached''' from an attack or spell.</ref> | ||
<ref name="spellmight">Prior to Patch 4, this worked with ''any'' direct damage spell. More testing is needed to see what it works with after Patch 4.</ref> | <ref name="spellmight">Prior to Patch 4, this worked with ''any'' direct damage spell. More testing is needed to see what it works with after Patch 4.</ref> | ||
<ref name="shadow-cloaked">The Shadow-Cloaked Ring boosts both weapon and unarmed damage, but weapon damage is boosted using <code>CharacterWeaponDamage()</code>.</ref> | <ref name="shadow-cloaked">The Shadow-Cloaked Ring boosts both weapon and unarmed damage, but weapon damage is boosted using <code>CharacterWeaponDamage()</code>.</ref> | ||
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</references> | </references> | ||
== <code>DealDamage()</code>== | |||
=== Attached vs detached instances === | === Attached vs detached instances === | ||
There are two sub-categories of | There are two sub-categories of <code>DealDamage()</code> instances: '''attached''' and '''detached'''. | ||
*A | *A <code>DealDamage()</code> instance '''attached''' to an attack or spell will be grouped and indented under a heading like "X used Main Hand Attack" or "X cast Fire Ball". Most '''DRS''' effects will be attached to the triggering attack. | ||
*A '''detached''' instance will appear separately in the damage log, not grouped with the triggering attack. '''DRS''' effects wind up detached because they call <code>DealDamage()</code> indirectly. For example: | *A '''detached''' <code>DealDamage()</code> instance will appear separately in the damage log, not grouped with the triggering attack. '''DRS''' effects wind up detached because they call <code>DealDamage()</code> indirectly. For example: | ||
**When standing in a Burning surface, the {{RarityItem|Amulet of Elemental Torment}} will effectively add a {{DamageText|1d4|Fire}} '''DRS'''. The amulet's effect doesn't call <code>DealDamage()</code> directly, but instead calls <code>ApplyStatus(BURNING)</code>. On application, the {{Cond|Burning}} status effect calls <code>DealDamage()</code> immediately. | **When standing in a Burning surface, the {{RarityItem|Amulet of Elemental Torment}} will effectively add a {{DamageText|1d4|Fire}} '''DRS'''. The amulet's effect doesn't call <code>DealDamage()</code> directly, but instead calls <code>ApplyStatus(BURNING)</code>. On application, the {{Cond|Burning}} status effect calls <code>DealDamage()</code> immediately. | ||
**To apply its {{DamageText|1d4|Thunder}} damage, the {{RarityItem|Punch-Drunk Bastard}} calls <code>CreateExplosion()</code> which then calls <code>DealDamage()</code>. | **To apply its {{DamageText|1d4|Thunder}} damage, the {{RarityItem|Punch-Drunk Bastard}} calls <code>CreateExplosion()</code> which then calls <code>DealDamage()</code>. | ||
The practical difference between '''attached''' and '''detached''' '''DRS''' sources is that some '''damage rider''' effects will not apply to '''detached''' sources. For example, the {{DamageText|1d4|Fire}} damage instance from the Amulet of Elemental Torment is detached from the spell cast and thus will not get boosted by '''damage riders''' like | The practical difference between '''attached''' and '''detached''' '''DRS''' sources is that some '''damage rider''' effects will not apply to '''detached''' sources. For example, the {{DamageText|1d4|Fire}} damage instance from the Amulet of Elemental Torment is detached from the spell cast and thus will not get boosted by '''damage riders''' like {{RarityItem|Potent Robe}} or {{SAI|Elemental Affinity: Damage}} which explicitly apply only to spell/cantrip attacks. It will, however, be boosted by more '''universal''' damage riders like {{Cond|Arcane Charge}}. | ||
=== DRS | === Additional DRS sources from class features === | ||
This is a list of class features that provide additional | This is a list of class features that provide additional <code>DealDamage()</code> instances. | ||
{| class="wikitable | {| class="wikitable" style="text-align:center;" | ||
|+Extra | |+Extra <code>DealDamage()</code> sources from class features | ||
!Feature | !Feature | ||
!Class | !Class | ||
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| style="text-align:left;" | | | style="text-align:left;" | | ||
Also applies to all other Smite variants. | Also applies to all other Smite variants. | ||
|- | |- | ||
|{{nowrap|{{SAI|Colossus Slayer}}}} | |{{nowrap|{{SAI|Colossus Slayer}}}} | ||
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<references> | <references> | ||
<ref name="once-per-turn">If you attack outside of turn-based mode (for example, when initiating combat), the once-per-turn limitation is ignored.</ref> | <ref name="once-per-turn">If you attack outside of turn-based mode (for example, when initiating combat), the once-per-turn limitation is ignored.</ref> | ||
</references> | </references> | ||
=== DRS | === Additional DRS sources attached to ordinary weapon attacks === | ||
This is a list of weapons that can get bonus '''attached''' | This is a list of weapons that can get bonus '''attached''' <code>DealDamage()</code> instances with ordinary attacks. Since these damage instances are attached to a weapon attack, they will be boosted by applicable <code>DamageBonus()</code> sources. | ||
{| class="wikitable | {| class="wikitable" | ||
|+Extra '''attached''' | |+Extra '''attached''' <code>DealDamage()</code> sources for ordinary weapon attacks | ||
!Source | !Source | ||
!Damage Bonus | !Damage Bonus | ||
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|[[Proficiency Bonus]] {{DamageType|Necrotic}} | |[[Proficiency Bonus]] {{DamageType|Necrotic}} | ||
|Requires and consumes a [[Reaction (Resource)|reaction]]; only applies while equipped in the main hand | |Requires and consumes a [[Reaction (Resource)|reaction]]; only applies while equipped in the main hand | ||
|}This is a list of weapons that can | |} | ||
{| class="wikitable | |||
|+Extra '''detached''' | === Additional detached DRS sources triggered by ordinary weapon attacks === | ||
This is a list of weapons that can get bonus '''detached''' <code>DealDamage()</code> instances with ordinary attacks. Weapon attack related <code>DamageBonus()</code> sources will not apply to these extra damage instances since they are not directly attached to a weapon attack. Only the '''universal''' <code>DamageBonus()</code> sources will apply. | |||
{| class="wikitable" | |||
|+Extra '''detached''' <code>DealDamage()</code> sources from ordinary weapon attacks | |||
!Source | !Source | ||
!Damage Bonus | !Damage Bonus | ||
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|} | |} | ||
=== DRS | === Additional DRS sources attached to weapon actions === | ||
This is a list of | This is a list of <code>DealDamage()</code> sources from special [[Weapon actions]]. These sources are inherently more limited by nature of being once-per-short-rest actions. | ||
{| class="wikitable | {| class="wikitable" | ||
|+Extra | |+Extra <code>DealDamage()</code> sources from once-per-short-rest Weapon Actions | ||
!Source | !Source | ||
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|} | |} | ||
=== DRS | === Additional DRS sources that can apply to spells === | ||
There are a limited number of | There are a limited number of DRS effects that work with spells or cantrips, particularly '''attached''' effects. However, many spells have built in ways of dealing multiple damage instances. For example: | ||
* Multi-hit spells like {{SAI|Magic Missile}} or {{SAI|Scorching Ray}} deal separate damage instances for each projectile. | * Multi-hit spells like {{SAI|Magic Missile}} or {{SAI|Scorching Ray}} deal separate damage instances for each projectile. | ||
* Spells with multiple damage types like {{SAI|Ice Knife}} or {{SAI|Flame Strike}} deal separate damage instances for each damage type. | * Spells with multiple damage types like {{SAI|Ice Knife}} or {{SAI|Flame Strike}} deal separate damage instances for each damage type. | ||
Below is a list of '''attached | Below is a list of '''attached''' DRS sources that work with spells. | ||
{| class="wikitable | {| class="wikitable" | ||
|+Extra '''attached''' | |+Extra '''attached''' <code>DealDamage()</code> sources that work with spells | ||
!Source | !Source | ||
!Damage Bonus | !Damage Bonus | ||
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|} | |} | ||
In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4. | In Patch 3, {{SAI|Sneak Attack}} could apply to attack roll spells, but this was changed in Patch 4. | ||
== Glossary == | == Glossary == | ||
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* '''Attached''': A damage instance attached to an attack or spell in the damage log. | * '''Attached''': A damage instance attached to an attack or spell in the damage log. | ||
* '''Attack damage''': A damage bonus implemented with <code>WeaponDamage()</code> or similar functions. These bonuses are well-behaved and will only ever apply once per attack. | |||
* '''Damage rider''': A damage bonus implemented with <code>DamageBonus()</code>. These bonuses can potentially apply many times in a single attack since they boost each independent damage instance. | * '''Damage rider''': A damage bonus implemented with <code>DamageBonus()</code>. These bonuses can potentially apply many times in a single attack since they boost each independent damage instance. | ||
* '''Damage rider source''': A damage bonus implemented with <code>DealDamage()</code>. These bonuses create an independent damage instance instead of adding damage to an existing instance. | * '''Damage rider source''': A damage bonus implemented with <code>DealDamage()</code>. These bonuses create an independent damage instance instead of adding damage to an existing instance. | ||
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* '''DRS''': See '''damage rider source''' | * '''DRS''': See '''damage rider source''' | ||
* '''Universal damage rider''': A '''damage rider''' that doesn't have conditions like <code>IsSpell()</code> and can boost even '''detached''' damage instances. | * '''Universal damage rider''': A '''damage rider''' that doesn't have conditions like <code>IsSpell()</code> and can boost even '''detached''' damage instances. | ||