Damage

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Character Damage[edit | edit source]

A Character's damage is the main factor all other damage scales off.

A multiplier is built and added together:

  1. +10% for each instance of BoostDamage the character has.
  2. +10% for each Irradiant Pearl.pngIrradiant PearlBgBoss.pngIrradiant Pearl.pngIncrease ALL of your stats.
    Increases ALL stats by 10% (+10% per stack).
    .
  3. -5% for each beetlejuice debuff. Presumed to be the flying bugs from Beetle Queen.
  4. The multiplier from the item Shaped Glass.pngShaped GlassBgLunar.pngShaped Glass.pngDouble your damage... BUT halve your health.
    Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack).

This multiplier is applied to the character's base damage plus their level's damage resulting in the character's damage.

After this, the following reduction and increases are applied in order:

  1. If the character is weakened, multiply their damage by 0.6. This means a 40% reduction.
  2. If the Spinel Tonic.pngSpinel TonicBgLunar.pngSpinel Tonic.png60sGain a massive boost to ALL stats. Chance to gain an affliction that reduces ALL stats.
    Drink the Tonic, gaining a boost for 20 seconds. Increases damage by +100%. Increases attack speed by +70%. Increases armor by +20. Increases maximum health by +50%. Increases passive health regeneration by +300%. Increases movespeed by +30%.

    When the Tonic wears off, you have a 20% chance to gain a Tonic Affliction, reducing all of your stats by -5% (-5% per stack).
    is active, multiply the damage by 2.
  3. If the Spinel Tonic isn't active and the character has at least 1 Tonic Affliction, multiply their damage by 0.95^x where X is the amount of Tonic Afflictions the character has.

Hit Damage[edit | edit source]

Each hit has damage info. This is scaled (possibly indirectly) from the character's damage. It holds the following properties: the attacker, the damage, if it is a critical strike, the damage type, the Proc Coefficient, the Proc chain(, position and force for knockback related calculations, the damage color and if the damage was rejected for displaying the damage). Upon hitting a character, the following things are done in order:

  1. The character applies the damage to themselves. (see: Receiving Damage)
  2. The game checks if on hit items need to trigger and DoTs need to be applied. (see: Handling Hits)
  3. The game checks if the attack needs to explode. (see: Handling Hits)

Receiving Damage[edit | edit source]

Note that this is both true for players and enemies.

The game begins by creating a copy of the incoming damage amount, let's call this 'amount', whereas we'll call the old damage 'original amount'.

  1. If the character has succeeded the roll for Tougher Times.pngTougher TimesBgCommon.pngTougher Times.pngChance to block incoming damage.
    15% (+15% per stack) chance to block incoming damage. Unaffected by luck.
    , has just spawned in, or is otherwise invincible, set the damage rejected flag and stop applying any further damage.
  2. If the attacker has Crowbar.pngCrowbarsBgCommon.pngCrowbar.pngDeal more damage to healthy enemies.
    Deal 150% (+50% per stack) damage to enemies above 90% health.
    and the character is above 90% from their maximum combined health, multiply amount by (1+0.5*Crowbars).
  3. If the attacker has Armor-Piercing Rounds.pngArmor-Piercing RoundsBgCommon.pngArmor-Piercing Rounds.pngDeal extra damage to bosses.
    Deal an additional 20% damage (+20% per stack) to bosses.
    and the character is a boss, multiply amount by (1+0.2*Armor Piercing Rounds).
  4. If the attacker has a Focus Crystal.pngFocus CrystalBgCommon.pngFocus Crystal.pngDeal bonus damage to nearby enemies.
    Increase damage to enemies within 13m by 15% (+15% per stack).
    and is within 13 meters of the character, multiply amount by (1+0.15*Focus Crystals).
  5. If the hit was a critical hit, multiply amount by 2.
  6. If the damage doesn't bypass Armor (such as damage from a Shrine of Blood), apply the armor reduction/increase to amount. This can't reduce the amount to less than 1.
  7. If the character is a player and amount is bigger than 90% of the character's combined health, reduce the amount to 90% of the character's combined health instead. This is commonly known as One Shot Protection or OSP for short.
  8. If applicable, apply certain slows and roots to the character based on the damage type.
  9. If the character holds a Brittle Crown.pngBrittle CrownBgLunar.pngBrittle Crown.pngGain gold on hit... BUT lose gold on getting hit.
    30% chance on hit to gain 2 (+2 per stack) gold. Scales over time.

    Lose gold on taking damage equal to 100% (+100% per stack) of the maximum health percentage you lost.
    , take away money equal to the maximum between original amount*Crowns and Crowns*Money*(amount/combined health).
  10. Reduce barrier by amount, and amount by the barrier actually removed.
  11. Reduce shield by amount, and amount by the shield actually removed.
  12. Reduce the health by amount. If this would reduce a character's health below 1 and the damage is of the nonlethal type, such as hellfire tincture self damage and fall damage, set the health to 1 instead.
  13. Apply the knockback.
  14. (There's possibly a few steps in between here that this editor has not exactly traced to their entire conclusions.)[Verify]
  15. If the character isn't player controlled and is frozen, set the execution threshold to 0.3
  16. If the character is an elite and the execution threshold is below the execution threshold set by Old Guillotine.pngOld GuillotinesBgUncommon.pngOld Guillotine.pngInstantly kill low health Elite monsters.
    Instantly kill Elite monsters below 13% (+13% per stack) health.
    of the attacker, set the execution threshold to the threshold of the Guillotines.
  17. If the character's combined health is below the amount dictated by the execution threshold, set their health to minus 1.
  18. If the character is now dead (health less than or equal to 0), tell the game to check for on death effects.
  19. If the character has an Old War Stealthkit.pngOld War StealthkitBgUncommon.pngOld War Stealthkit.pngTurn invisible on taking heavy damage.
    Chance on taking damage to gain 40% movement speed and invisibility for 3s (+1.5s per stack). Chance increases the more damage you take.
    , roll it with total damage dealt.

Handling Hits[edit | edit source]


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Damage over Time[edit | edit source]

Name Ticks/sec Damage per Tick Total ticks Duration Stackable? Source
Bleed 4 20% 12 * Proc Coefficient ticks 3 * Proc Coefficient seconds Yes Tri-Tip Dagger.pngTri-Tip DaggerBgCommon.pngTri-Tip Dagger.pngChance to bleed enemies on hit.
15% (+15% per stack) chance to bleed an enemy for 240% base damage.
, Shatterspleen.pngShatterspleenBgBoss.pngShatterspleen.pngCritical strikes always bleed enemies. Bleeding enemies now explode.
Gain 5% critical chance. Critical Strikes bleed enemies for 240% base damage. Bleeding enemies explode on death for 400% (+400% per stack) damage, plus an additional 15% (+15% per stack) of their maximum health.
, Imps, Imp Overlords
Ignite 2 25% 8 * Proc Coefficient ticks 4 * Proc Coefficient seconds, 3(+1.5 per stack) for Gasoline Yes Artificer, Gasoline.pngGasolineBgCommon.pngGasoline.pngKilling enemies sets nearby enemies on fire.
Killing an enemy ignites all enemies within 12m (+4m per stack). Enemies burn for 150% (+75% per stack) base damage.
, Molten Perforator.pngMolten PerforatorBgBoss.pngMolten Perforator.pngChance on hit to fire magma balls.
10% chance on hit to call forth 3 magma balls from an enemy, dealing 300% (+300% per stack) damage each.
Burn 5 10%, capped at 1% of target's max health 20 * Proc Coefficient ticks 4 * Proc Coefficient seconds Yes Blazing Elites, Elder Lemurians, Magma Worms, Overloading Worms
Helfire 5 1% of user's max health, 0.5% to allies, 24% to enemies 15 ticks 3 seconds No Helfire Tincture
Poison 3 0.33% of target's max health, minimum 33.3%, maximum 1666.7% 31 ticks 10 seconds No Acrid
Blight 3 20% 16 ticks 5 seconds Yes Acrid

Critical Strike[edit | edit source]

All Survivors have a base of 1% critical strike chance. Upon Critical strike, damage dealt is twice the amount of a normal attack. See Receiving Damage.

Items that increase critical strike chance are Lens-Maker's Glasses.pngLens-Maker's GlassesBgCommon.pngLens-Maker's Glasses.pngChance to 'Critically Strike', dealing double damage.
Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage.
(+10% per stack), Harvester's Scythe.pngHarvester's ScytheBgUncommon.pngHarvester's Scythe.png'Critical Strikes' heal you.
Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health.
(+5% max), Predatory Instincts.pngPredatory InstinctsBgUncommon.pngPredatory Instincts.png'Critical Strikes' increase attack speed. Stacks 3 times.
Gain 5% critical chance. Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed.
(+5% max), Shatterspleen.pngShatterspleenBgBoss.pngShatterspleen.pngCritical strikes always bleed enemies. Bleeding enemies now explode.
Gain 5% critical chance. Critical Strikes bleed enemies for 240% base damage. Bleeding enemies explode on death for 400% (+400% per stack) damage, plus an additional 15% (+15% per stack) of their maximum health.
(+5% max), and Irradiant Pearl.pngIrradiant PearlBgBoss.pngIrradiant Pearl.pngIncrease ALL of your stats.
Increases ALL stats by 10% (+10% per stack).
(+10% per stack).

Attack Speed[edit | edit source]

Attack Speed is a statistic that controls how fast you can fire off your abilities. The statistic can also control the travel speed of certain moves[citation needed]. Currently, there are a total of 6 items and 2 equipment that increase attack speed: Soldier's Syringe.pngSoldier's SyringeBgCommon.pngSoldier's Syringe.pngIncreases attack speed.
Increases attack speed by 15% (+15% per stack).
, Warbanner.pngWarbannerBgCommon.pngWarbanner.pngDrop a Warbanner on level up or starting the Teleporter event. Grants allies attack and movement speed.
On level up or starting the Teleporter event, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 30%.
, Berzerker's Pauldron.pngBerzerker's PauldronBgUncommon.pngBerzerker's Pauldron.pngEnter a frenzy after killing 3 enemies in quick succession.
Killing 3 enemies within 1 second sends you into a frenzy for 6s (+4s per stack). Increases movement speed by 50% and attack speed by 100%.
, Predatory Instincts.pngPredatory InstinctsBgUncommon.pngPredatory Instincts.png'Critical Strikes' increase attack speed. Stacks 3 times.
Gain 5% critical chance. Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed.
, War Horn.pngWar HornBgUncommon.pngWar Horn.pngActivating your Equipment gives you a burst of attack speed.
Activating your Equipment gives you +70% attack speed for 8s (+4s per stack).
, Irradiant Pearl.pngIrradiant PearlBgBoss.pngIrradiant Pearl.pngIncrease ALL of your stats.
Increases ALL stats by 10% (+10% per stack).
, Spinel Tonic.pngSpinel TonicBgLunar.pngSpinel Tonic.png60sGain a massive boost to ALL stats. Chance to gain an affliction that reduces ALL stats.
Drink the Tonic, gaining a boost for 20 seconds. Increases damage by +100%. Increases attack speed by +70%. Increases armor by +20. Increases maximum health by +50%. Increases passive health regeneration by +300%. Increases movespeed by +30%.

When the Tonic wears off, you have a 20% chance to gain a Tonic Affliction, reducing all of your stats by -5% (-5% per stack).
, and Gorag's Opus.pngGorag's OpusBgEquipment.pngGorag's Opus.png45sYou and all your allies enter a frenzy.
All allies enter a frenzy for 7 seconds. Increases movement speed by 50% and attack speed by 100%.
.

One-Shot Protection[edit | edit source]

One-Shot Protection is visible on the HUD as a faint overlay on the health bar. "Curse" effects which lower maximum health by 10% or more, such as Shaped Glass.pngShaped GlassBgLunar.pngShaped Glass.pngDouble your damage... BUT halve your health.
Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (+50% per stack).
or the GlassArtifact of Glass, will remove the one-shot protection.

A single hit taken can not deal more than (maxHealth + maxShield) * 0.9 + Barrier damage. This is checked after damage-reducing effects such as armor are applied. (See: Receiving Damage)

After receiving damage that triggers one-shot protection, the protection will remain for 0.1s, meaning health cannot be reduced below the resulting health after the initial hit.

Trivia[edit | edit source]

  • If you enable Damage Number in Gameplay Settings, the damage will be displayed after rounding up to the nearest integer for a maximum of 990,000,000, truncated as 990M.

References[edit | edit source]