DamageBreakdown
Tracks the breakdown of damage components for debugging and testing purposes.
The offensive damage formula uses multiplicative layers:
formulaDamage = baseDamage × attackSpeedFactor × skillAdjustment × weaponAdjustment × cooldownOrVelocity × sweepMultiplier × potionMultiplier
× equipmentEnchantmentMultiplier × enchantmentMultiplier × arrowDamageMultiplier
finalDamage = max(formulaDamage, 1) × damageModifier × combatMultiplier × critMultiplier
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Where:
- Base Damage: normalizedMobHP / TARGET_HITS_TO_KILL_MOB — scales with mob level
- Attack Speed Factor: tuned melee pacing curve from vanilla-equivalent attack speed
- Skill Adjustment: 2^((skillLevel - mobLevel) / 7.5) — exponential skill scaling
- Weapon Adjustment: two-part linear curve from weapon level vs mob level [0.5, 1.25]
- Cooldown/Velocity: attack cooldown (melee) or arrow velocity (ranged) [0, 1]
- Sweep Multiplier: 0.25 for sweep secondary targets, 1.0 otherwise
- Equipment Enchantment Multiplier: Sharpness/Power percentage bonus from all equipped slots
- Damage Modifier: boss-specific damage reduction
- Combat Multiplier: global config multiplier
- Critical Strike: 1.5x on critical hits
Properties
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public double arrowDamageMultiplier
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public double attackSpeedFactor
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public double baseDamage
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public double combatMultiplier
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public double cooldownOrVelocity
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public double critMultiplier
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public double damageModifier
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public int eliteLevel
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public double enchantmentMultiplier
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public double equipmentEnchantmentMultiplier
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public double finalDamage
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public double formulaDamage
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public boolean isCriticalHit
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public boolean isRangedAttack
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public boolean isSweepAttack
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public boolean isThornsAttack
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public int playerSkillLevel
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public double potionMultiplier
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public double skillAdjustment
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public double skillBonusMultiplier
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public double sweepMultiplier
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public double thornsDamage
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public double weaponAdjustment
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Functions
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public static double calculateExpectedDamage(int weaponLevel, int skillLevel, int targetLevel, double attackSpeed)
Calculates what the expected damage SHOULD be given proper gear at matched combat.
public static double calculateExpectedDamage(int weaponLevel, int skillLevel, int targetLevel, String weaponType, double attackSpeed)
Calculates expected damage with a known weapon family.
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Gets the active breakdown for a player by UUID.
Gets the active breakdown for a player.
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Checks if breakdown tracking is active for a player UUID.
Checks if breakdown tracking is active for a player.
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Starts tracking a damage breakdown for a player.
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Stops tracking and returns the breakdown.
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Generates a compact one-line summary.
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Generates a comparison of expected vs actual damage.
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Generates a formatted string breakdown for display.