Damage is the amount of health points subtracted from an entity's current health. It can be inflicted by a multitude of entities, most prominently weapons, enemies, and NPCs (and all related projectiles). Furthermore, it can be caused by environmental hazards (such as thorny bushes, traps, or lava) and game mechanics (such as fall damage, drowning, or debuffs). Damage can generally only be inflicted on entities with a health statistic, i.e., players, most enemies, and NPCs. Most damage sources additionally inflict knockback on the damaged entity.

When an entity receives damage, several calculations increasing or decreasing the amount of damage (depending on several factors; see below) are performed before the actual damage is applied to the entity. Therefore, the damage statistic of any damaging entity is usually only the average damage it inflicts. Most hits' damage deviates from this average number.

Every time you fire, launch 3 rockets at nearby enemies that each deal 300% weapon damage as Fire. Note: Information on this page is based on a level 70 character. Stay Connected. Jul 23, 2016 The damage modifiers that should make radiation and puncture better against armor are less relevant in higher levels. At some point corrosive and slash with good status chance will be a lot better. With multiple corrosive projections in the group you get to this point later, but if you solo the 2nd and 3rd sortie corrosive + status is the best. This is where I'm presented with the choice in the title. I'm only interested in what's the best for pushing high solo grifts, and in that case I'm leaning towards 8% elite damage, but I hear a lot of people value area damage very highly. I'm fairly positive sentry damage would not be the correct roll.

Damage inflicted by player-wielded weapons is categorized into five different types: melee, ranged, magic, summon, and throwing. Accessories, buffs, and other damage-boosting or damage-decreasing effects often only affect one of these damage types. A few weapons as well as all other damaging entities are not categorized into any of the five types.

  • 1Damage types
  • 2Invincibility Frames and Piercing

Damage types[editedit source]

Melee[editedit source]

Melee weapons are used in close- to medium-ranged combat. Their defining trait is the fact that they do not consume ammunition or mana upon use. They are roughly categorized into swords, spears, flails, boomerangs, and yoyos. There are several other melee weapons not fitting any of these types.

In total, there are currently 159 unique melee weapons.

Ranged[editedit source]

Ranged weapons are used in long-ranged combat. Their defining trait is the requirement of ammunition in order for the weapon to operate. They are roughly categorized into bows, repeaters, guns, and launchers. Note that Terraria classifies boomerangs as melee weapons and consumables as thrown weapons.

In total, there are currently 83 unique ranged weapons.

Magic[editedit source]

Magic weapons are used in medium- to long-ranged combat. Their defining trait is the consumption of mana upon every use. Due to their unusual and unique forms of attack, the majority of magic weapons can hardly be categorized into distinct types.

In total, there are currently 68 unique magic weapons.

Summon[editedit source]

Summoning weapons do not inflict any damage themselves when used. Instead, using them spawns a secondary character which will aid the player in battle by automatically attacking enemies. The summoned character is either mobile, i.e. following the player around (minion), or stationary, i.e. remaining at the location it was summoned at (sentry).

In total, there are currently 29 unique summon weapons.

Throwing[editedit source]

Throwing weapons are used in medium-ranged combat. Their defining trait is the fact that they are generally consumed upon use. They stack in a player's inventory, with one unit being removed from the stack every time it is used to attack, leaving the slot empty when the last has been used. Many throwing weapons have a chance of being retrievable after being used.

In total, there are currently 20 unique throwing weapons.

Throwing is only considered a separate damage type on the Desktop version, Console version, and Mobile version. Throwing weapons deal ranged damage instead on the Old-gen console version and version.

Invincibility Frames and Piercing[editedit source]

Player Invincibility[editedit source]

After being damaged, the player gets a period of time called an 'invincibility frame' during which they cannot be damaged again. By default this is 2/3 of a second (40 ticks[1]), but various equipment can extend this:

  • Use of a Cross Necklace or any of its upgrades will add another 2/3 of a second (40 ticks) after receiving any attack. (The Cross Necklace does not stack with its upgrades.)
  • If a Black Belt (or its upgrade the Master Ninja Gear, but the two do not stack) is worn, a successful dodge (10% chance) will trigger an invincibility frame and add another 2/3 seconds (40 ticks) to it.Verify It also prevents damage from the attack (but not any debuffs associated with it). If combined with the Cross Necklace, this extends the invincibility to a full 2 seconds (120 ticks).
  • Titanium armor similarly provides the Shadow Dodge buff; this is triggered by attacking an enemy, and when active, the next time the player would have taken damage, they instead get 2 seconds (120 ticks) of invincibility. This also stacks with the effects of the Cross Necklace and Black Belt, potentially granting 3 and 1/3 seconds (200 ticks) of invincibility.

Piercing Attacks against Enemies[editedit source]

Enemies get a similar but more limited effect from 'piercing' and continuous attacks: Any damage source that can strike an enemy, and then remain able to cause damage afterwards.

After being struck by such an attack, the enemy cannot take damage from another such attack for a brief period, usually 1/6 of a second (10 ticks[1]). Thus, when in lava or when pierced by a persistent weapon such as a Vilethorn, they can take damage at most 6 times a second. However, for multi-segmented enemies (usually worm types), this resistance applies to each segment separately, so such attacks can still strike multiple segments of a single enemy. (Note that worm-type enemies are immune to lava in any case.)

This also applies to almost any missile, beam, or other attack which can pass through an enemy to strike other enemies behind it. This can sharply limit the effects of rapid-fire guns and bows, and those which fire multiple projectiles. Most minions are considered to have piercing attacks, which can also hinder the efficiency of piercing weapons used alongside them. This problem is remarkably present with the Spider and the Stardust Dragon Staves.A few advanced weapons have special behavior:

  • The Last Prism can attack 12 times per second instead of only 6.
  • Luminite Bullets do not cause such invulnerability frames, but do respect them when caused by other attacks.

Calculations[editedit source]

The damage that a player-wielded weapon deals upon hit is determined cumulatively:

  • 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]
Note, for ranged weapons the calculation is slightly different, the Arrow/Bullet/Rocket damage is multiplied with other mods (round down after each calculation), so it will be like this:
step3 = (step2 + Arrow/Bullet/Rocket) * [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + . + Accessory5 + AccMod1 + AccMod2 + . + AccMod5)/100 + (Buff1 + Buff2+ .)/100]
  • Step 4: Round down
WeaponDamage = roundDown(step3)
  • Step 5: For Bows and Repeaters, the Archery Potion will additionally add 20% damage of them (round down after calculation).
WeaponDamage = roundDown(1.2*step4)


For example, GodlyDao of Pow with Turtle Armor, MenacingWarrior Emblem, Menacing Avenger Emblem, Menacing Destroyer Emblem, Menacing Mechanical Glove and Menacing Celestial Stone equipped, Well Fed active:

step1 = 63 * (1 + 14/100) = 71.82

step2 = round(71.82) = 72

step3 = 72 * [1 + (6+8+0+0)/100 + (15+12+10+12+10+4+4+4+4+4)/100 + (5)/100] = 72 * [1.98] = 142.56

WeaponDamage = roundDown(142.56) = 142

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 whether there is a related banner nearby.

EnemyDamageReduction = roundUp(EnemyDefense * 0.5)

So,

DamageDealtToEnemy = WeaponDamage - EnemyDamageReduction without a banner;
And DamageDealtToEnemy = 1.5*WeaponDamage-EnemyDamageReduction with a banner in normal mode,
Or DamageDealtToEnemy = 2*WeaponDamage-EnemyDamageReduction with a banner in Expert mode,

Damage dealt is always at least 1.

In addition the outgoing damage is modified by a random factor, 0.85~1.15, (but some types of damage, like the Slime Mount, will not be affected by this), 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:

MinDamage = round(WeaponDamage * 0.85 - EnemyDamageReduction)
MaxDamage = round(WeaponDamage * 1.15 - EnemyDamageReduction)

At critical hits you are dealing double damage

CriticalMinDamage = MinDamage * 2
CriticalMaxDamage = MaxDamage * 2

Footnotes[editedit source]

  1. 1.01.1A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
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Build Guide

Guide:

Like all sentry builds idea is to get all 5 sentries asap and avoid to waste time dealing with single enemies, This build can be customized and some particular skills/talents/items can changed thus it's very versatile. It is mandatory to have as much CDR as possible so sentries refresh quickly, Some attack speed and critical dmg is recommended too. Due to we using multishot and Elemental frost spliiting arrow best is to nuke big groups in tight corridors. However in open spaces Multishot is killer and even more below 60% mechanic is spam AE and use Hatred for Multishot once it is available, so we have increased critical chance refreshed. Use Mark of Death with spreading contagion and companions as often as cooldown is finished.


Attack speed works here good if we shoot more our sentries shooting more frequently too. And since we using 2 secondary skills(which one becoming primary but still its secondary thou) our sentries shoot them every time also. As we using cold its great to stuck some elemental damage - We can have it on wrist (20)/neck(15) and in cube(20) ( and weapon in case of Etrayu (20) - all gives 65%). If you dont have Kridershot Etrayu and high elemental dmg gives also good results but still Kridershot and EA are better.. So i decided to stuck more sentries dmg, skill dmg and add elemental dmg( from wrist(need lucky 20% rolls!!!, got only 18:( ) and Cube (20%))

Critical chance is less prio as we have a lot of Dex and Multi shot is adding 15%CHC for 4 sec every time we using it.


As you can read above you can drop some defensive items for more offensive like The Withing hour or Lacuni Prowlers on lesser GR. On GR 60 I had almost 120 milions of resistance so feel rather safe..( I remember when in season got like max 20 milions, and get one shooted by everything on higher rifts..)


Legendary Gems: Pretty Simple Gogok for CDR and Dodge, BoT for dmg on chilled/freezed enemies and BoS for boss/elites ownage. Testing now Iceblink but.. dont looks primising for me as CHC is not needed so much and due to Frostburn freezes enemies often feel BoS is great.. Will try to test some other gems soon.


Talents:

Ambush: mandatory because of 40% dmg above 75% enemy HP Cant remember password for locked dmg file free.

Cull of the weak: mandatory because of a lot of freezing / slowing, 20% extra dmg.

Customer engineer - mandatory 5 sentries on - huge boost to dmg when you got all Marauder pcs.


4th talent can be talent of your choice i used Leech to heal through some dmg, or add missing health when there was no globes.

I used below and they work quite well also.

Perfectionist - dmg reduction and more vaults can be performed.

Hot pursuit for mobiliy

Numbing traps for dmg reduction

Thrill of the Hunt - CC control (its good to change polar station in something else then as they slowing enemies by 60% and this skill by 80%, and both skills not stacking!)

Awareness - if you dying a lot..


Follower I used: scoundel


What can be changed? Questions?

A lot as game offer huge possibilities:) I run couple series of test runs changing one skill or item on GR 50 and comparing times:


1) Multishot or Sentries dmg?


Sentries. I was trying to modify build by having dead man quiver equipeed as it giving up to 100% to Ms dmg and got bombardier quiver in cube so we had only +2 sentries but without up to 100% sentry dmg. run 3 GR50 runs and times were 1,5-2 minutes worse than in this build. So assuming stacking Senries dmg is way better than multishot.


2) Polar station vs AE Frost arrow. Both skills slowing enemies to 60% it is mandatory to use them both?


It's all about CC, so we can cover large area on open GR. We must remember as ranged class we need to stay as much as possible away from mobs, (one lag and you are dead, cause he will hit you one time to much:P ) so i used so far Polar station for additional CC. I will test other sentries like Impaling bolt and Gaurdian turrets soon:)


3) Again this Multishot, Other spender? Maybe Cluster Arrow?


Tempting as CLA has high dmg output but Wind chill offer this +15 CHC bonus, gives us 2nd penetration. and is also good AOE. However Cluster is during tests as frost has good healing ability. I was switching Cube quiver to Augustine Panacea so so AE had even more dmg and spender for Cluster but this is completely new build and need some reworkig on other things like stats prio and other stuff. but looks promising. soon:)


4) Why Scoundrel?


Don't had items for Templar/Mage yet..But for sure templar is good option because of he can aggro mobs + Healing abilities so we don't need again much defensive items.


5) Unity?


Didn't use it yet. I assuming at some point it will be needed but for now (until gr 60) it's not necessary, However if you have issue with dying try to use it:)


6) Mobility sux. Maybe Smoke screen?


if you run out from Discipline it's not good. That's why i used leech to heal through some dmg. Spare Vault although got Tumble which allows as to vault more. Smoke screen requires more discipline, and sometimes we need only one vault to avoid hit. We using 8 discipline instead of 14, and also next costs us half so overally its 12 vs 14 points. Still less. additionally we can invest in Perfectionist and change Mark of Death to Preparation. This is recommended if you want use this build for Speed T10 Rifts or farm faster lower Gr for gems.


7) Ring of Royal Grandeur?


That is interesting for example Leoric Crown would be here great or other stuff, like we could use Frostburn in gloves place and in Cube something else.. Testing this as there is huge bunch of items.. will keep you posted:)


THE END


Gr 60 was not maybe completed within stunning time.. but it was completed on paragon level 390 with not fully upgraded gems (got only 220+ dex) and legendary gems have 25/26 level only. Also items. were not fully upgraded yet, so my mystic need to give me better rolls.. and for sure can find some better (ancients would be nice) therefore i think After some improvements like tests with templar this build can beat more than 60:)


Stats I have during this run exported from D3 planner.com

Area Dmg Or Sentry Damage Better Insurance


  • Strength 77
  • Dexterity 9,252
  • Intelligence77
  • Vitality 4,467
  • Damage 986,029
  • Toughness 119,228,248
  • Recovery 12,810,955

Area Dmg Or Sentry Damage Better Business


  • Attacks per Second 2.06
  • Attack Speed Increase 47.00%
  • Critical Hit Chance 53.30%
  • Critical Hit Damage+ 310.00%
  • Area Damage 47.00%
  • Cooldown Reduction 30.83%
  • Cold Damage Increase 38.00%
  • Multishot Damage Increase 30.00%
  • Sentry Damage Increase 127.00%

  • Armor 18,202
  • Block Amount 0-0
  • Block Chance 0.0%
  • Dodge Chance 11.4%
  • Physical Resistance 723
  • Cold Resistance 1,144
  • Fire Resistance 760
  • Lightning Resistance 879
  • Poison Resistance 716
  • Arcane/Holy Resistance 704

Area Dmg Or Sentry Damage Better Price

Check video, like, subscribe, vote+, comment here or on YT and I wish you all Ancient Kridershot (or Etrayu or other fancy loot)