Damage

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Inflicting Damage[edit | edit source]

A Character's base 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 (exclusively obtained by Elites and ghosts spawned by the Happiest Mask.pngHappiest MaskBgLegendary.pngHappiest Mask.pngChance on killing an enemy to summon a ghost.
    Killing enemies has a 7% chance to spawn a ghost of the killed enemy with 1500% damage. Lasts 30s (+30s per stack).
    ).
  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 stack of the beetle juice debuff (inflicted by Beetle Queen.png Beetle Queen's flying beetles).
  4. If the character has 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).
    , the value is multiplied by 2^x , where x is the number of Shaped Glass held.

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 Natural Toxins.png 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 their damage by 2.
  3. Otherwise, if the Tonic is not 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 held.

Critical Strike[edit | edit source]

All Survivors have a base of 1% critical strike chance, and monsters have a 0% base chance. Upon landing a critical strike, the damage dealt is doubled. 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).

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)

Attack Speed[edit | edit source]

Attack Speed is a statistic that controls how fast a character can use certain abilities. It also 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%.
.

'Base' vs. 'Total' Damage[edit | edit source]

Base Damage and Total Damage are the two main damage types in Risk of Rain 2.

  • Base Damage scales specifically with the character's base damage value. This means that if, for example, the player has a base damage of 10, and a bleed stack from a Tri-Tip Dagger.pngTri-Tip DaggerBgCommon.pngTri-Tip Dagger.pngChance to bleed enemies on hit.
    10% (+10% per stack) chance to bleed an enemy for 240% base damage.
    were to proc off of an AtG Missile Mk. 1.pngAtG Missile Mk. 1BgUncommon.pngAtG Missile Mk. 1.pngChance to fire a missile.
    10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
    , the missile will deal 300% of their base damage (30 in this case), but the bleed will only do 240% of the base damage (24). The AtG Missile Mk. 1.pngAtG Missile Mk. 1'sBgUncommon.pngAtG Missile Mk. 1.pngChance to fire a missile.
    10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
    's 300% damage will not affect the damage of the bleed inflicted.
  • Total Damage scales with all damage-increasing items. Items that deal total damage scale specifically with the damage that procs their effects. For example, if the player has a base damage of 10, and procs an AtG Missile Mk. 1.pngAtG Missile Mk. 1BgUncommon.pngAtG Missile Mk. 1.pngChance to fire a missile.
    10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
    , the missile deal 300% of their base damage (30 once again). If that AtG Missile Mk. 1.pngAtG Missile Mk. 1BgUncommon.pngAtG Missile Mk. 1.pngChance to fire a missile.
    10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
    in turn procs a Sticky Bomb.pngSticky BombBgCommon.pngSticky Bomb.pngChance on hit to attach a bomb to enemies.
    5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
    , the Sticky Bomb will deal 180% of the missile's damage (54). The AtG Missile Mk. 1.pngAtG Missile Mk. 1'sBgUncommon.pngAtG Missile Mk. 1.pngChance to fire a missile.
    10% chance to fire a missile that deals 300% (+300% per stack) TOTAL damage.
    300% damage will be included to calculate the Sticky Bomb's damage.

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.
10% (+10% 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.
, Imp.png Imps, Imp Overlord.png Imp Overlords
Ignite 2 25% 8 * Proc Coefficient ticks 4 * Proc Coefficient seconds, 3(+1.5 per stack) for Gasoline.pngGasolineBgCommon.pngGasoline.pngKilling enemies sets nearby enemies on fire.
Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. Additionally, enemies burn for 150% (+75% per stack) base damage.
Yes Artificer.png Artificer, Gasoline.pngGasolineBgCommon.pngGasoline.pngKilling enemies sets nearby enemies on fire.
Killing an enemy ignites all enemies within 12m (+4m per stack) for 150% base damage. Additionally, 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 Lemurian.png Elder Lemurians, Magma Worm.png Magma Worms, Overloading Worm.png Overloading Worms
Helfire 5 1% of user's max health, 0.5% to allies, 24% to enemies 15 ticks 3 seconds No Helfire Tincture.pngHelfire TinctureBgLunar.pngHelfire Tincture.png45sBurn everything nearby... including you and allies.
Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning to yourself. The burn is 0.5x stronger on allies, and 24x stronger on enemies.
Poison 3 0.33% of target's max health, minimum 33.3%, maximum 1666.7% 31 ticks 10 seconds No Acrid.png Acrid
Blight 3 20% 16 ticks 5 seconds Yes Acrid.png Acrid

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. We'll call this new copy '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 bonus damage to enemies above 90% health.
    Deal +75% (+75% per stack) damage to enemies above 90% health.
    and the character is above 90% of their maximum combined health, multiply amount by (1+0.75*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 20% (+20% per stack).
    and is within 13 meters of the character, multiply amount by (1+0.2*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 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 health by amount. If this would reduce a character's health below 1 and the damage is of the nonlethal type, such as Helfire Tincture.pngHelfire TinctureBgLunar.pngHelfire Tincture.png45sBurn everything nearby... including you and allies.
    Ignite ALL characters within 15m for 12s. Deal 5% of your maximum health/second as burning to yourself. The burn is 0.5x stronger on allies, and 24x stronger on enemies.
    self-damage or fall damage, set the health to 1 instead.
  13. Apply 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 their 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.

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 cannot 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.

Handling Hits[edit | edit source]


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Trivia[edit | edit source]

  • If Damage Numbers are enabled in Gameplay Settings, the damage will be displayed after rounding up to the nearest integer, for a maximum of 990,000,000, abbreviated as 990M.

References[edit | edit source]