Damage types

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Damage types are categorized into melee, ranged, magic, summon, and thrown weapons. Different armor types and consumables provide bonuses for different types of weapons, summarized below.

Melee[edit | edit source]

Melee is a type of close ranged attacks. All melee weapons have no usable ammo. All melee weapons (with the exception of throw/spin and beam generating weapon types) attack with the player fairly close to the target.

Melee bonuses (Accessories/Buffs)[edit | edit source]

Source Damage Bonus Speed Bonus Critical Strike Chance Bonus Knockback Bonus
Well Fed 5% 5% 2% -
Tipsy 10% 10% 2% -
Avenger Emblem 12% - - -
Destroyer Emblem 10% - 8% -
Feral Claws - 12% - -
Warrior Emblem 15% - - -
Power Glove - 12% - 70%
Titan Glove - - - 70%
Mechanical Glove 12% 12% - 70%
Celestial Stone 10% 10% 2% -
Moon Stone (night only) 10% 10% 2% -
Sun Stone (day only) 10% 10% 2% -
Eye of the Golem - - 10% -
Fire Gauntlet 10% 10% - 70%
Werewolf (buff) 5% 5% 1% -
Rage - - 10% -
Wrath 10% - - -
Titan (buff) - - - 10%

(Armor)[edit | edit source]

Source Damage Bonus Speed Bonus Critical Strike Chance
Gi 5% 10% 5%
(Ancient) Shadow Armor (piece) - 7% -
Molten Armor (set bonus) 17% - -
Cobalt Helmet - 12% -
Cobalt Armor (set with helmet) - 15% -
Palladium Helmet 8% 12% -
Mythril Helmet 10% - 5%
Mythril Armor (set with helmet) - - 5%
Orichalcum Helmet 7% 7% -
Adamantite Helmet 14% - 7%
Adamantite Armor (set with helmet) - 18% -
Titanium Helmet 8% - 8%
Hallowed Mask 10% 10% 10%
Hallowed Armor (set with mask) - 19% 5%
Frost Armor 16% 7% 11%
Chlorophyte Mask 16% - 6%
Chlorophyte Armor (greaves and plate mail) 5% - 15%
Turtle Armor 14% 12% -
Beetle armor (set with shell) 11% 6% 5%
Beetle armor (set with scale mail) 14% (up to 44%) 12% (up to 42%) 8%
Solar Flare armor 22% 15% 17%

Ranged[edit | edit source]

Ranged is a type of far ranged attacks. All ranged weapons (with the exception of the Harpoon, Paintball Gun, and the Piranha gun) have usable ammo. All ranged weapons attack with the player far away from the target.

Consumable Weapon Type[edit | edit source]

Consumable weapon types are a closer form of ranged weapons. They are usually a thrown weapon type that don't go as far as bullets

Ranged bonuses (Accessories/Buffs)[edit | edit source]

Source Damage Bonus Critical Strike Chance Projectile Speed Chance to not use ammunition
Archery (arrows only) 20% - 20% -
Well Fed 5% 2% - -
Ranger Emblem 15% - - -
Avenger Emblem 12% - - -
Destroyer Emblem 10% 8% - -
Sniper Scope 10% 10% - -
Celestial Stone 10% 2% - -
Sun Stone (day only) 10% 2% - -
Moon Stone (night only) 10% 2% - -
Eye of the Golem - 10% - -
Magic Quiver (arrows only) 10% - 10% 20%
Ammo Box - - - 20%
Ammo Reservation - - - 20%
Rage - 10% - -
Wrath 10% - - -
Putrid Scent 5% 5% - -
Celestial Shell 10% 2% - -

(Armor)[edit | edit source]

Source Damage Bonus Critical Strike Chance Chance to not use ammo
Gi 5% 5% -
Necro armor (piece) 5% - -
Necro armor (set) - - 20%
Cobalt Helmet 10% 6% -
Cobalt Armor (set with mask) - - 20%
Palladium Helmet 9% 9% -
Mythril Hat 12% 7% -
Mythril Armor (set with hat) - - 20%
Orichalcum Helmet - 15% -
Adamantite Mask 14% 8% -
Adamantite Armor (set with mask) - - 25%
Titanium Helmet 16% 7% -
Hallowed Helmet 15% 8% -
Hallowed Armor (set with helmet) - - 25%
Frost armor 16% 11% -
Chlorophyte Helmet 16% - 20%
Chlorophyte Armor (greaves and plate mail) 5% 15% -
Shroomite Armor (all headpieces) 15% 5% -
Shroomite Armor (breastplate) 13 13% 20%
Shroomite Armor (leggings) - 7% -
Shroomite Armor (set bonus) up to 45% up to 10% -
Vortex armor (helmet) 16% 7% -
Vortex armor (breastplate) 12 12% 25%
Vortex armor (leggings) 8% 8% -
Vortex armor (set bonus) up to 80% up to 20% -

Magic[edit | edit source]

Magic is a special weapon type that has multiple different magical effects. Magic weapons require mana to be used. Some, such as the Rainbow Rod cast a controllable projectile. Others cast a spread of projectiles.

Magic bonuses (Accessories/Buffs)[edit | edit source]

Source Damage Bonus Critical Strike Chance Mana Increase Reduced Mana Usage
Magic Power 20% - - -
Celestial Emblem 15% - - -
Sorcerer Emblem 15% - - -
Avenger Emblem 12% - - -
Destroyer Emblem 10% 8% - -
Celestial Stone 10% 2% - -
Moon Stone (night only) 10% 2% - -
Sun Stone (day only) 10% 2% - -
Eye of the Golem - 10% - -
Well Fed 5% 2% - -
Clairvoyance 5% 2% 20 2%
Band of Starpower - - 20 -
Nature's Gift - - - 6%
Mana Flower - - - 8%
Rage - 10% - -
Wrath 10% - - -

(Armor)[edit | edit source]

Source Damage Bonus Critical Strike Chance Mana Increase Reduced Mana Usage
Gi 5% 5% - -
Wizard Hat 15% - - -
Jungle armor (piece) - 4% 20 -
Meteor armor (piece) 7% - - -
Jungle armor (set) - 12% - 16%
Cobalt Hat - 9% 40 -
Cobalt Armor (set with hat) - - - 14%
Palladium Headgear 7% 7% 60 -
Mythril Hood 15% - 60 -
Mythril Armor (set with hood) - - - 17%
Orichalcum Headgear - 18% 80 -
Adamantite Headgear 11% 11% 80 -
Adamantite Armor (set with headgear) - - - 19%
Titanium Headgear 16% 7% 100 -
Hallowed Headgear 12% 12% 100 -
Hallowed Armor (set with headgear) - - - 20%
Spectre Hood -40% - - -
Spectre Mask 5% 5% 60 13%
Spectre Robe 7% 7% - -
Spectre Pants 8% - - -
Chlorophyte Headgear 16% - 80 17%
Chlorophyte Armor (greaves and plate mail) 5% 15% - -
Nebula Helmet 7% 7% 60 15%
Nebula Breastplate 9% 9% - -
Nebula Leggings 10% - - -

Summon[edit | edit source]

Summon is a relatively new type of damage dealt by summoning weapons such as the Pygmy Staff, Hydra Staff, Slime Staff, and Raven Staff. Summoning damage was introduced with the advent of the 1.2 update. The emergent nature of Summon damage makes it rather quirky compared to all the other damage types; The damage comes specifically from summoned creatures (minions) which function like pets but are able to deal damage and often have knockback. An item that increases summoned creature damage will benefit these items. Unlike the other damage types, this style is still fairly underdeveloped, and therefore subject to lack of support; for example, there are only six sets of armor that affect Summon damage, Bee armor, Spider armor, Forbidden armor, Tiki armor, Spooky armor, and Stardust armor.

Summon Bonuses (Accessories/Buffs)[edit | edit source]

Source Damage Minion Count Knockback Increase
Hercules Beetle +15% - +2
Papyrus Scarab +15% +1 +2
Summoner Emblem +15% - -
Avenger Emblem +12% - -
Necromantic Scroll +10% +1 -
Celestial Stone +10% - +0.5
Celestial Shell +10% - +0.5
Destroyer Emblem +10% - -
Sun Stone +10% - +0.5
Moon Stone +10% - +0.5
Wrath +10% - -
Well Fed +5% - +0.5
Menacing prefix +4% - -
Pygmy Necklace - +1 -
Summoning Potion - +1 -
Bewitching Table - +1 -

(Armor)[edit | edit source]

Source Damage Minion Count
Bee armor +23% +2
Spider armor +28% +3
Forbidden armor +15% +2
Tiki Armor +30% +4
Spooky Armor +58% +3
Stardust armor +66% +5

Thrown[edit | edit source]

Thrown bonuses (Accessories/Buffs)[edit | edit source]

Source Damage Bonus Critical Strike Chance
Well Fed 5% 2%
Avenger Emblem 12% -
Destroyer Emblem 10% 8%
Celestial Stone 10% 2%
Sun Stone (day only) 10% 2%
Moon Stone (night only) 10% 2%
Eye of the Golem - 10%
Rage - 10%
Wrath 10% -

(Armor)[edit | edit source]

Source Damage Bonus Critical Strike Chance Chance to not use thrown item Projectile Speed
Fossil Armor 20% 15% 50% 20%
Ninja Armor 15% 10% 33% 15%
Gi 5% 5% - -
Chlorophyte Armor (greaves and plate mail) 5% 15% - -

Other[edit | edit source]

There is also damage that doesn't belong to the type above, it simply states as XX damage in tool tip.

Some examples are Flare Gun, Bomb, Dynamite.

This type of damage is NOT affected by any factors, including those for all types of damage (like Avenger Emblem or Wrath buff).

Calculations[edit | edit source]

A weapon's damage stat is determined cumulatively such as:

  • Step 1: Apply weapon modifier
step1 = BaseDamage * (1 + WeaponModifier/100)
  • Step 2: Round to the nearest number
step2 = round(step1)
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 * [1 + (Head + Chest + Legs + Set bonus)/100 + (Accessory1 + Accessory2 + .. + Accessory5 + AccMod1 + AccMod2 + .. + AccMod5)/100 + (Buff1 + Buff2+ ..)/100 + (Arrow/Bullet/Rocket)/100
  • Step 4: Round down
WeaponDamage = roundDown(step3)
WeaponDamage = roundDown(1.2*step4)


For example, Godly Dao of Pow with Turtle Armor, Menacing Warrior 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
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