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Replaced the term "attack damage" with "weapon rider"
(Some additions to spell DRS section) |
(Replaced the term "attack damage" with "weapon rider") |
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|<code>WeaponDamage()</code> | |<code>WeaponDamage()</code> | ||
| rowspan="3" | | | rowspan="3" |'''Weapon rider''' | ||
| 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 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}} | ||
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|<code>DealDamage()</code> | |<code>DealDamage()</code> | ||
|Damage rider source ('''DRS''') | |'''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: | ||
* ''' | * '''Weapon rider''' 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. If you add {{SAI|Phalar Aluve: Shriek}}, this will increase to 8 '''DRS''' instances since Shriek will be triggered by each of the 4 preceding instances. | ||
==<code>DamageBonus()</code> == | == Weapon riders (<code>CharacterWeaponDamage()</code>, etc.) == | ||
This category of damage increasing abilities applies only to your weapon (or unarmed) attack damage and nothing else. | |||
One weapon attack will apply each '''weapon rider''' exactly once. | |||
Unlike the two other classes of damage boosts, they are very well-behaved and won't interact with other damage boosts to produce unexpected results. | |||
'''Weapon riders''' are far too numerous it exhaustively list. Instead, here is a small sample of damage boosts of this category: | |||
* +10 damage from Great Weapon Master | |||
* Bonus damage from {{Cond|Arcane Synergy}} | |||
* {{DamageText|1d4|Fire}} damage from a fire-dipped weapon | |||
If a damage boost is not listed in one of the sections below, assume that it is a '''weapon rider''' by default. | |||
==Damage Riders (<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 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. | ||
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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. | ||
* '''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. | ||
* '''Weapon rider''': A damage bonus implemented with <code>WeaponDamage()</code> or similar functions. These bonuses are well-behaved and will only ever apply once per attack. |