Damage sensitivity

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Explanation

Vulnerabilities change the Damage dealt to a target or enable damage to be dealt in the first place.

Classic examples include:

* A tree is vulnerable to fire
* Skeletons are vulnerable to holy damage

Every point of damage dealt has a specific value, modified by the hero's skills, the victim's armor, etc.

This value is then modified by the vulnerability to the damage type(s) before being calculated against Hitpoints.

Normally, this vulnerability is 100. The damage is then applied 1:1.

If an opponent receives less or more damage due to vulnerabilities during combat, this is displayed in the combat report on the right next to the damage.

Examples

Example values:

* If the vulnerability is 0%, you are immune to the damage type
* If the vulnerability is 100 (which is the normal case), you receive the damage dealt
* If the vulnerability is 150, you receive 1.5x as much damage

Example situations:

* For example, a hero has 100 vulnerability to bludgeoning, slashing, and piercing damage (meaning they take damage normally)
* A hero is immune to holy damage, as they normally always have a vulnerability of 0%
* An oil lamp reacts sensitively to fire and would likely have a vulnerability of 1000% to fire damage
* A massive barred door is difficult to damage with piercing weapons, so a vulnerability of 50% would be conceivable

Example based on the item "Chirumas medallion": Normally, a hero (and most monsters) is immune to holy damage, thus having 0% vulnerability to holy damage. Chirumas medallion is intended to ensure that a vulnerability to holy damage is created. To achieve this, the item possesses a bonus of +150. This means that for the hero, 0% is calculated first, then 150 is added to the vulnerability, resulting in 150. A vulnerability of 150 means that one reacts sensitively to this damage type.

If a hero with Chirumas medaillon is affected by holy damage, the damage result is multiplied by 1.5.

So, if the hero would normally receive 10 points, they receive 15 points of damage in the above example.

Chirumas medaillon should therefore be used with caution. Calculation Example If your opponent has a vulnerability of 110% to fire damage, and you use a skill that causes +25% vulnerability on the opponent, the new vulnerability is 137%:

110 x 1.25 = 137.5 (rounded down) --> 137 is applied as 137% vulnerability in the game. Caution: The general distinction between fixed bonuses (+10) and percentage bonuses (+10%) applies here as well.

A hero with two items giving -5% to fire damage vulnerability and one item giving -10 to vulnerability receives: 100 (normal vulnerability) * 0.95 (Item 1) * 0.95 (Item 2) - 10 (Item 3) =

90.25 - 10 = 80.25

Influencing Vulnerabilities

through Skills

* Pain Resistance of the Gladiator
* Various skills of the Monk

through Items

negative:

* Chirumas medaillom
* Gummy Gloves
* ZapZap Stone

negative & positive:

* Vinuris, the Emberblade

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