Damage types are categorized into melee, ranged, magic weapons and since 1.2, summoning weapons. Different armor types and consumables provide bonuses for different types of weapons, summarized below.
Melee
Melee is a type of close ranged attacks. All melee weapons have no usable ammo. All melee weapons (with the exception of throw/spin and beam generating weapon types) attack with the player fairly close to the target.
Melee bonuses (Accessories/Buffs)
Source | Damage Bonus | Speed Bonus | Critical Strike Chance Bonus | Knockback Bonus |
---|---|---|---|---|
Well Fed | 5% | 5% | 2% | - |
Tipsy | 10% | 10% | 2% | - |
Avenger Emblem | 12% | - | - | - |
Destroyer Emblem | 10% | - | 8% | - |
Feral Claws | - | 12% | - | - |
Warrior Emblem | 15% | - | - | - |
Power Glove | - | 12% | - | 70% |
Titan Glove | - | - | - | 70% |
Mechanical Glove | 12% | 12% | - | 70% |
Celestial Stone | 10% | 10% | 2% | - |
Moon Stone (night only) | 10% | 10% | 2% | - |
Sun Stone (day only) | 10% | 10% | 2% | - |
Eye of the Golem | - | - | 10% | - |
Fire Gauntlet | 10% | 10% | - | 70% |
Werewolf (buff) | 5% | 5% | 1% | - |
Rage | - | - | 10% | - |
Wrath | 10% | - | - | - |
Titan (Buff) | - | - | - | 10% |
(Armor)
Source | Damage Bonus | Speed Bonus | Critical Strike Chance |
---|---|---|---|
(Ancient) Shadow Armor (piece) | - | 7% | - |
Molten Armor (set bonus) | 17% | - | - |
Cobalt Helmet | - | 12% | - |
Cobalt Armor (set with helmet) | - | 15% | - |
Palladium Helmet | 8% | 12% | - |
Mythril Helmet | 10% | - | 5% |
Mythril Armor (set with helmet) | - | - | 5% |
Orichalcum Helmet | 7% | 7% | - |
Adamantite Helmet | 14% | - | 7% |
Adamantite Armor (set with helmet) | - | 18% | - |
Titanium Helmet | 8% | - | 8% |
Hallowed Mask | 10% | 10% | 10% |
Hallowed Armor (set with mask) | - | 19% | 5% |
Frost Armor | 16% | 7% | 11% |
Chlorophyte Mask | 16% | - | 6% |
Chlorophyte Armor (greaves and plate mail) | 5% | - | 15% |
Turtle Armor | 14% | 12% | - |
Beetle armor (set with shell) | 11% | 6% | 5% |
Beetle armor (set with scale mail) | 14% (up to 44%) | 12% (up to 42%) | 8% |
[[Solar Flare armor] | 22% | 15% | 17% |
Ranged
Ranged is a type of far ranged attacks. All ranged weapons (with the exception of the harpoon and the Piranha gun) have usable ammo. All ranged weapons attack with the player far away from the target.
Consumable Weapon Type
Consumable weapon types are a closer form of ranged weapons. They are usually a thrown weapon type that don't go as far as bullets
Ranged bonuses (Accessories/Buffs)
Source | Damage Bonus | Critical Strike Chance | Projectile Speed | Chance to not use ammo |
---|---|---|---|---|
Archery (arrows only) | 20% | - | 20% | - |
Well Fed | 5% | 2% | - | - |
Ranger Emblem | 15% | - | - | - |
Avenger Emblem | 12% | - | - | - |
Destroyer Emblem | 10% | 8% | - | - |
Sniper Scope | 10% | 10% | - | - |
Celestial Stone | 10% | 2% | - | - |
Sun Stone (day only) | 10% | 2% | - | - |
Moon Stone (night only) | 10% | 2% | - | - |
Eye of the Golem | - | 10% | - | - |
Magic Quiver (arrows only) | 10% | - | 10% | 20% |
Ammo Box | - | - | - | 20% |
Ammo Reservation | - | - | - | 20% |
Rage | - | 10% | - | - |
Wrath | 10% | - | - | - |
(Armor)
Source | Damage Bonus | Critical Strike Chance | Chance to not use ammo |
---|---|---|---|
Necro armor (piece) | 5% | - | - |
Necro armor (set) | - | - | 20% |
Cobalt Helmet | 10% | 6% | - |
Cobalt Armor (set with mask) | - | - | 20% |
Palladium Helmet | 9% | 9% | - |
Mythril Hat | 12% | 7% | - |
Mythril Armor (set with hat) | - | - | 20% |
Orichalcum Helmet | - | 15% | - |
Adamantite Mask | 14% | 8% | - |
Adamantite Armor (set with mask) | - | - | 25% |
Titanium Helmet | 16% | 7% | - |
Hallowed Helmet | 15% | 8% | - |
Hallowed Armor (set with helmet) | - | - | 25% |
Frost Armor | 16% | 11% | - |
Chlorophyte Helmet | 16% | - | 20% |
Chlorophyte Armor (greaves and plate mail) | 5% | 15% | - |
Shroomite Armor (all headpieces) | 15% | 5% | - |
Shroomite Armor (breastplate) | 13 | 13% | 20% |
Shroomite Armor (leggings) | - | 7% | - |
Shroomite Armor (set bonus) | up to 45% | up to 10% | - |
Magic
Magic is a special weapon type that has multiple different magical effects. Magic weapons require mana to be used. Some, such as the Rainbow Rod cast a controllable projectile. Others cast a spread of projectiles.
Magic bonuses (Accessories/Buffs)
Source | Damage Bonus | Critical Strike Chance | Mana Increase | Reduced Mana Usage |
---|---|---|---|---|
Magic Power | 20% | - | - | - |
Celestial Emblem | 15% | - | - | - |
Sorcerer Emblem | 15% | - | - | - |
Avenger Emblem | 12% | - | - | - |
Destroyer Emblem | 10% | 8% | - | - |
Celestial Stone | 10% | 2% | - | - |
Moon Stone (night only) | 10% | 2% | - | - |
Sun Stone (day only) | 10% | 2% | - | - |
Eye of the Golem | - | 10% | - | - |
Well Fed | 5% | 2% | - | - |
Clairvoyance | 5% | 2% | 20 | 2% |
Band of Starpower | - | - | 20 | - |
Nature's Gift | - | - | - | 6% |
Mana Flower | - | - | - | 8% |
Rage | - | 10% | - | - |
Wrath | 10% | - | - | - |
(Armor)
Source | Damage Bonus | Critical Strike Chance | Mana Increase | Reduced Mana Usage |
---|---|---|---|---|
Wizard Hat | 15% | - | - | - |
Jungle armor (piece) | - | - | 20 | - |
Meteor armor (piece) | 7% | - | - | - |
Jungle armor (set) | - | - | - | 16% |
Cobalt Hat | - | 9% | 40 | - |
Cobalt Armor (set with hat) | - | - | - | 14% |
Palladium Headgear | 7% | 7% | 60 | - |
Mythril Hood | 15% | - | 60 | - |
Mythril Armor (set with hood) | - | - | - | 17% |
Orichalcum Headgear | - | 18% | 80 | - |
Adamantite Headgear | 11% | 11% | 80 | - |
Adamantite Armor (set with headgear) | - | - | - | 19% |
Titanium Headgear | 16% | 7% | 100 | - |
Hallowed Headgear | 12% | 12% | 100 | - |
Hallowed Armor (set with headgear) | - | - | - | 20% |
Spectre Hood | -40% | - | - | - |
Spectre Mask | 5% | 5% | 60 | 13% |
Spectre Robe | 7% | 7% | - | - |
Spectre Pants | 8% | - | - | - |
Chlorophyte Headgear | 16% | - | 80 | 17% |
Chlorophyte Armor (greaves and plate mail) | 5% | 15% | - | - |
Summon
Summon is a relatively new type of damage dealt by summoning weapons such as the Pygmy Staff, Hydra Staff, Slime Staff, and Raven Staff. Summoning damage was introduced with the advent of the 1.2 update. The emergent nature of Summon damage makes it rather quirky compared to all the other damage types; The damage comes specifically from summoned creatures (minions) which function like pets but are able to deal damage and often have knockback. An item that increases summoned creature damage will benefit these items. Unlike the other damage types, this style is still fairly underdeveloped, and therefore subject to lack of support; for example, there are only Five sets of armor that affect Summon damage, Bee Armor, Spider Armor, Tiki Armor, Spooky Armor, and Stardust Armor.
Summon Bonuses (Accessories/Buffs)
Source | Damage | Minion Count | Knockback Increase |
---|---|---|---|
Hercules Beetle | +15% | - | +2 |
Papyrus Scarab | +15% | +1 | +2 |
Avenger Emblem | +12% | - | - |
Necromantic Scroll | +10% | +1 | - |
Celestial Stone | +10% | - | +0.5 |
Destroyer Emblem | +10% | - | - |
Sun Stone | +10% | - | +0.5 |
Moon Stone | +10% | - | +0.5 |
Wrath | +10% | - | - |
Well Fed | +5% | - | +0.5 |
Menacing prefix | +4% | - | - |
Pygmy Necklace | - | +1 | - |
Summoning Potion | - | +1 | - |
(Armor)
Source | Damage | Minion Count |
---|---|---|
Bee Armor | +23% | +2 |
Spider Armor | +28% | +3 |
Tiki Armor | +30% | +4 |
Spooky Armor | +58% | +3 |
Stardust Armor | +66% | +5 |
Calculations
A weapon's damage stat is determined cumulatively such as:
- Step 1: Apply weapon modifier
- step1 = BaseDamage * (1 + WeaponModifier/100)
- Step 2: Round to the nearest number
- step2 = round(step1)
- Step 3: Apply all other mods (Armor , Accessories, Accessory Modifier, Buffs) added up
- step3 = step2 * [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + .. + Accessory5 + AccMod1 + AccMod2 + .. + AccMod5)/100 + (Buff1 + Buff2+ ..)/100]
- Step 4: Round down
- WeaponDamage = roundDown(step3)
For example, Godly Dao of Pow with Turtle Armor, Menacing Warrior emblem, Menacing Avenger Emblem, Menacing Destroyer Emblem, Menacing Mechanical Glove and Menacing Celestial Stone equipped, Well Fed active:
step1 = 49 * (1 + 14/100) = 55.86
step2 = round(55.86) = 56
step3 = 56 * [1 + (6+8+0+0)/100 + (15+12+10+12+10+4+4+4+4+4)/100 + (5)/100] = 56 * [1.98] = 110.88
WeaponDamage = roundDown(110.88) = 110
Careful: Only use the modifiers which have an influence on the specific weapon (e.g. don't use magic damage bonus for a melee weapon).
Damage done to an enemy is depending on the enemies defense and difficulty mode.
- Normal Mode: EnemyDamageReduction = roundUp(EnemyDefense * 0.5)
- Expert Mode: EnemyDamageReduction = roundUp(EnemyDefense * 0.75)
So,
- DamageDealtToEnemy = WeaponDamage - EnemyDamageReduction
Damage dealt is always at least 1.
In addition the outgoing damage is modified by a random factor e.g. for Flairon from probably between 0.85 and 1.15 (+- 15% damage, probably uniform distribution) at each hit (not the same for each weapon). The damage is rounded to the nearest whole number. So you can compute the minimal and maximal damage dealt to an enemy with your weapon:
- FlaironMinDamage = round(WeaponDamage * 0.85 - EnemyDamageReduction)
- FlaironMaxDamage = round(WeaponDamage * 1.15 - EnemyDamageReduction)
At critical hits you are dealing double damage
- CriticalMinDamage = MinDamage * 2
- CriticalMaxDamage = MaxDamage * 2
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