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How To Read Weapon Damage Rolls[]

Weapon damage is displayed as follows: xdy+z
x represents the number of dice rolled, and y is the number of sides on the dice. So to get the base damage done by a successful non-critical hit by the weapon, the game generates x random numbers between 1 and y, then adds z. For ranged weapons, the mean damage value given by the ammo is also added on (thus, the bonus given by ammo is always constant). + values at the end of the item name, as conferred by enchant weapon scrolls, add 1 damage per point of enchantment, and a blessed weapon adds an additional 1 damage.

The numbers in parentheses directly add to the percent chance to hit, and do not affect damage. Pierce is the percentage of  the defense dice roll, determined by the target's PV, ignored during damage calculation; the direct percentage reduction from PV remains unaffected.

For example, the foreign laser gun <Cry Gay>+4 (2d11+1)(3) with ammo the everlasting energy cell <Unequaled Halberd> 2d7+1 would randomly deal between 2 and 22 damage, plus 1, plus 4, plus 9 (the average from the ammo) for a total base damage somewhere from 15 to 35.

It's worth noting that because the random numbers are between 1 and y, rather than 0 and y, weapons with high x values are often preferable to weapons with high y values, due to having higher minimum and average damage.

Weapon Stats[]

Melee weapons[]

 
Name Dice (x) Sides (y) Pierce % Bonus damage Bonus hit chance Bonus DV Base Wt
(Leather)
Special
Claymore 2 ### 0 ##### ## 4.0s
Katana 4 # 20 #### # 1.2s
Long sword 3 ### 5 ### ##### 1.5s
Bardish 1 #####+ 0 #### -# 3.5s
Battle axe 1 ##### 0 ### -# 3.7s
Hand axe 2 ###+ 0 ###+ #### 0.9s
Scythe 1 ##### 5 ### ## 4.0s invokes

 Decapitation

Sickle 2 ## 5 ##### ### 1.4s invokes

 Decapitation

Club 2 # 0 ##### #### 1.0s
Hammer 2 #### 0 ### -### 4.2s
Long staff 2 ## 0 ### #### ##### 0.8s
Staff 1 ### 0 ### #### ##### 0.9s
Halberd 2 #### 30 # -## 3.8s
Spear 3 ## 25 ### ### #### 2.5s
Trident 4 # 25 ## ## ### 1.8s
Dagger 2 ## 10 ### #####+ ##### 0.6s
Scimitar 3 # 10 ### ##### ## 0.9s
Wakizashi 4 # 5 #### ##### # 0.7s

Ranged weapons[]

 
Name Dice (x) Sides (y) Pierce % Bonus damage Bonus hit chance Bonus DV Base Wt
(Leather)
Special
Long bow 2 ### 20 #####+ #### 1.2s
Short bow 3 # 15 ### #####+ 0.8s
Crossbow 1 ##### 25 #### #### 2.8s
Stone Fixed Fixed 5 - - 2.0s Always found as
metal 1d12 2.0s
Grenade 1 ## 0 - - 0.8s invokes

 Grenade

Panty 1 Insane 5 - - 0.5s Deals mind damage
Shuriken 1 #####+ 15 - #### 0.4s Deals cut damage
Laser gun 2 #### 5 #### ##### 1.2s
Machine gun 10 #- 0 # Insane 1.8s
Pistol 1 #####+ 10 # ##### 0.8s
Shotgun 4 ###+ 30 ##### #### 1.5s

Ammo[]

 
Name Dice (x) Sides (y) Pierce % Bonus damage Bonus hit chance Bonus DV Base Wt
(Leather)
Bullet 2 #-- 0 # #### 2.4s
Energy cell 2 #- 0 # - 0.8s
Bolt 1 ###+ 0 # ## 3.5s
Arrow 1 ###+ 0 # ## 1.2s


The effect of weight on weapon stats.[]

Also keep in mind that changing the weight of the weapon (using a flying scroll, in Elona+ also using the corresponding blacksmith service) affects the bonus damage:

  • In vanilla Elona, a 50% weight reduction will also reduce your bonus damage by 12.5% (by no less than 1, down to zero, does not affect equipment which already has a non-positive bonus).
  • Increasing weight with a cursed scroll (by 50% +1s) increases bonus damage by 10%, capped at +5 each use.
    • Even a very light weapon by that time will weigh too much, however, for example, an ether wakizashi with an initial weight of 0.5s and an initial +22 damage, with damage +50 it will weigh 145.6s, increasing damage to +55 also increases the weight of the wakizashi to 219.4s.
  • In Elona+, weight will no longer influence damage bonus, instead the item gets an invisible bonus (i.e. the damage bonus of the weapon itself does not increase, but this bonus is still noticeable in the damage roll on the character page) based on it's weight, (weight / 5) to damage, capped at +40 or 200s.
    • Ammo's weight doesn't seem to provide a damage bonus. So, unlike vanilla, in Elona+, changing the ammo weight doesn't seem to matter anymore.
  • Also in Elona+ critical damage multiplier increases from x1 to x3, depending on twice the weight of the melee weapon. (If the target's total equipment weight is above 15s, then the multiplier is reduced depending on the weight.)
  • Also in Elona+ if the weapon is 4.0s or below (2.0 for Martial Arts), then the lighter the weapon, the higher the likelihood of doing a critical attack. (Chance increases every 0.01s in weight.)
    • Critical rate remains the same for weapons heavier than 4.0s.

Elona+: pierce % and absolute piercing attacks[]

The following is adapted from Ano's blog:

Under normal circumstances: damage is subtracted by Effective Defense, then subtracted again by defense dice (after dice is multiplied by Pierce%).
Absolute pierce: damage is subtracted by 1/3 of Effective Defense, defense dice is completely ignored, then if target lives a PV penalty is calculated and applied.
Absolute pierce in vanilla Elona: damage is subtracted by Effective Defense, and completely ignores defense dice.
100% pierce weapons: damage is subtracted by 1/3 of Effective Defense, completely ignores defense dice.

As such, the target's PV will still work against absolute piercing attacks and 100% pierce weapons. PV reduction from absolute piercing attacks take effect for the next attack on the target. 100% pierce weapons do not cause a reduction in PV.

  • Effective Defense = PV + equipment skill (capped at 300) + Dexterity / 10
  • Defense dice X% + YdZ also depends on Effective Defense
  • Reduction due to Effective Defense: Damage * 100 / (100 + Effective Defense * (150 - Pierce %) / 150)
  • Reduction by defense dice:

Damage1 = RawDamage * Pierce % / 100
Damage2 = RawDamage - Damage1 (i.e. if Pierce% is 100, then Damage2 = 0.)

If Effective Defense is 0 or greater, then Damage2 is simply reduced by defense dice. If it is less than 0, then it becomes 0.

Damage3 = Damage1 + Damage2 (i.e. 100% pierce effectively negates defense dice)

After this, other special effects like Opatos' Shell and Super Armor are applied to Damage3 to determine actual damage.

Omake Overhaul[]

In Omake overhaul, enchantment levels improve weapon skills instead of adding a flat bonus to damage.

This was done to address an odd issue where very strong enemies are often more damaging when fighting without weapons. At the same time players who can easily complete the most difficult town quests should now have a more exciting time battling monsters.

In addition it was to balance out lightsabres which would become the strongest weapon class given enough upgrades. It is also to allow other equipment with high dice faces or damage modifiers to become viable endgame weapons.

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