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Dragonwilds:Combat

From SAS Gaming Wiki
(Redirected from Dragonwilds:Damage Type)

Template:External Template:Otheruses Combat is a defining aspect of the player experience while in Dragonwilds:Ashenfall, and the RuneScape universe, in which two or more characters and/or monsters or NPCs fight. There are three major combat styles: Melee, Dragonwilds:Magic, and Dragonwilds:Ranged.

Combat Triangle

The three combat classes form the combat triangle, which is a guideline of the strengths and weaknesses of each class against the other two. In general, when players are combating opponents with similar power levels, the combat triangle can offer a general rule of thumb as to which combat style is most effective. It should be noted that the combat triangle in no way defines a fight outcome; any combat style can be used effectively to kill opponents using any other combat style - the triangle simply defines what is generally favorable.

File:Combat Triangle.png
In this visual, each character is attacking the enemy that is weakest to them, and being attacked by the enemy strongest against them.

Warriors

Warriors are strong against rangers, but are weak against mages.

  • Defensively, melee is the strongest class due to armour values, which provide strong resistance to melee attacks and arrows.
  • Melee armour offers the highest defence against melee damage.
  • A Warrior's weakness is to magical attacks.

Rangers

Rangers are strong against mages, but are weak against warriors.

  • Defensively, rangers are better than mages but worse than warriors.
  • Dragonwilds:Ranged armour offers the highest defence against ranged damage.
  • A Ranger's weakness is to melee attacks.

Mages

Mages are strong against warriors, but are weak against rangers.

  • Defensively, mages are the weakest class.
  • Dragonwilds:Magic armour offers the highest defence against magic damage.
  • A Mage's weakness is to ranged attacks.

Other factors

Armour and weaponry

Generally, Dragonwilds:armour boosts a player's defensive capabilities by reducing the damage of incoming attack styles, and weaponry boosts a player's offensive capabilities. However, armour may also provide offensive bonuses through the set bonus Dragonwilds:perks.

Dragonwilds:Shields have a unique parry mechanic, in which if the player nearly or perfectly times a block to an incoming melee attack, the attacking enemy will be staggered. This can be particularly helpful when combined with the melee armour set bonus.

Damage absorption

Dragonwilds:Lifeward absorbs many forms of damage prior to Dragonwilds:health being affected.

Perks

Many Dragonwilds:perks can increase critical hit chance, decrease time between attacks, or decrease the stamina costs of player actions. Theses are acquired by the use of Dragonwilds:food, Dragonwilds:infusions, Dragonwilds:armour, Dragonwilds:weapons, or other items.

Special attacks

Special attacks are specific to some weapons that the player can wield. Special attacks consume a set amount of Dragonwilds:stamina in exchange for an effect specific to the weapon, which may include: extra damage, stagger, free ammo, and others.

Base Damage

The player's base damage starts at 1.00, or 100%, and can be increased through damage improving Dragonwilds:perks.

Attack speed

All weapons in Dragonwilds:Ashenfall have a specific speed, which determines the interval between successive hits. Fast weapons tend not to be as heavily damaging per swing as their slow counterparts.

Critical Hits

The player’s critical hit chance affects the rate at which each attack can critically hit, dealing 25% more critical hit damage (x1.25). The base critical hit chance is 10%, and this rate (not damage) can be improved through Dragonwilds:perks.

To calculate the damage multiplier of an attack or event, the following formula is used:

<math> BaseDamage\times\big(1 + CriticalStrikeChance\times(CriticalStrikeDamage-1)\big) </math>

  • For example: [1.0 x (1 + 0.10 x (1.25 - 1))] Indicates a 10% critical strike chance, no base damage boosts, and all critical strikes deal 125% damage. In this example (the baseline for all players), the equation would equal 1.025, meaning on average (true statistical average over many events), each attack deals 1.025x more damage per swing than displayed in the chart below, due to critical strikes and base damage boosts.

Weakness/Resistance

Enemies also fall into the combat triangle above, and have a certain style, substyles, and weaknesses. A sub-style weakness can be: Stab, Slash, Crush, Fire, and Air.

  • This can help inform the player which style to use for certain encounters in Dragonwilds:Ashenfall regions.
  • If an enemy is weak to the weapon's style or sub-style, the Weakness Constant is [?], or a [?]% increase in damage:

<math> (DPSValue)\, x \,(WeaknessConstant) </math>

  • If an enemy is resistant to the weapon's style or sub-style, the Resistance Constant is [?], or a [?]% reduction in damage:

<math> (DPSValue)\, x \,(ResistanceConstant) </math>

  • Some enemies are also immune to all or certain perk status effects, such as poison, bleed, or burn.

Experience

Players gain combat skill experience from dealing damage.

  • The normal value is [?] experience per damage in the attack skill.
  • Magic and Ranged skills have yet to be released.

Weapon DPS

Below is a comprehensive list of each weapon and its respective "Damage per Second" values.

  • Unlike in other RuneScape games, armour only provides perks based on set bonuses; i.e, there are no melee strength bonuses per melee armour piece.
    • This allows the player some freedom in choosing which set bonuses to activate.
  • See Dragonwilds:Combat/Strategies for more in-depth strategies, inventory layouts, item usage, combos, etc.
  • Also, unlike other RuneScape games, there is no accuracy stat as the player cannot hit "zero" (splash); they must instead physically miss the target. This makes DPS calculations significantly easier and more accurate.
  • Every weapon is separated by how much damage it deals per swing of its combo, and the time between each swing. This is used to calculate a rough DPS for each weapon.
    • There is roughly a 70ms delay between the user pressing a keystroke and the action initiating client-side (even in solo-play). This is only practically important during PvP for any user action (see Dragonwilds:Stamina and Dragonwilds:Game clock), and the first time an attack sequence is initiated. For DPS calculations, this delay is omitted.
    • There are minor variances in the delays between combo attacks. These variances in the expanded info charts are fairly precise, averaged, and used across all weapons of the same type. <ref>Weapons of the same type have the same combo sequence and delays of events, simply with better or worse damage values.</ref> <ref>Total combo times are incredibly precise; however, the times between certain attacks are limited by 140fps video scrubbing (in-game max) to 7ms gaps. For example, it may be that attack #1 is 0.5 instead of 0.507, but attack #5 is 1.407 instead of 1.4. There are also variances by up to 20ms per attack sequence, subtracted from the following attack. It all sums correctly, and shouldn't make any meaningful difference in player experience.</ref>
    • The DPS difference between 4/5 vs. 5/5 attacks, 3/5 vs. 5/5, etc., in a combo is nearly negligible, and as such, is not included in the charts.
      • If the player is required to avoid a mechanic that forgoes the completion of their combo, raw DPS should not be heavily affected by "losing the end of a combo".
      • This also means that it is not advantageous to intentionally cut combos short to increase DPS.

Melee Weapons

Melee armour provides substantial DPS increases to melee weapons when properly utilised, with the following set bonuses:

1/3 Set Bonus: -33% Block stamina cost

2/3 Set Bonus: +50% Crit chance after blocking - This critical strike chance buff lasts for 5s.

3/3 Set Bonus: +25% Damage to staggered targets - See stagger timings in comments below.

  • The following "Base DPS" values do not assume any melee armour set bonuses.
  • The remaining DPS values do assume the 3/3 melee armour set bonuses are utilised (when applicable).
  • The following DPS values for melee do take critical strikes into account (1.025) because the player has a 10% base critical strike chance value, unless otherwise specified (e.g, Ranged weak point damage, etc).
    • This is to keep the values consistent across all weapon styles.
  • By "Movement Manipulating", pressing any movement keys continually during attack combos, the action delay after a completed combo is significantly decreased. This drastically increases DPS.
    • In the event this is not intended, the "Base DPS" cell refers to no movement keys pressed during combos, and waiting the full action delay cycle.

1-Handed Weapons

Name Weapon power level Max boss DPS possible (at respective atk lvl) <ref name=":6">What this includes: Stamina per attack and regeneration to full delay based on each weapon's power level (PL 1 weapon = Level 10 attack, PL 2 weapon = level 20 attack, etc.), full melee armour set, 1 staggered full combo after every 250 damage dealt (roughly bosses auto-stagger), 50% uptime on successful block crit chance bonus (which takes 1.5s to activate via block, and lasts 5s), max weapon honed (whetstone), enchant weapon: air (see critical strike thresholds for fire in strategies), attack potion, and movement manipulation (massive dps boost for some weapons). This is a full expected setup for bossing.</ref> Combo base DPS Special attack base DPS <ref name=":7">This is nothing but special attack spamming, to show the difference in DPS between a special attack or finishing/starting a combo.</ref> DPS after successful block (for 5s) DPS vs full combo stagger (for 5s) <ref name=":3">At certain HP thresholds, many bosses will stagger themselves for [?]s, allowing enough time for at least a full combo.</ref> DPS vs forced stagger (for 1.8s) <ref name=":2">Staggering an enemy with a block parry staggers enemies by different amounts, ranging from 2-4 seconds. After the Abyssal Whip special attack, there is a minimum delay of 1.1s where the player must dodge towards the enemy due to knockback, then attack. After a parry, there is a minimum delay of 0.550s where the player finishes the parry animation. Weapon damage for the first <1.8s (and no later) is buffed by the 25% damage increase for this reason below, as this is not for a parry stagger.</ref> DPS vs stagger (for 2.4s) + block crit (parry) <ref name=":4">After a parry, there is a minimum delay of 0.550s where the player finishes the parry animation. Weapon damage for the first 2.4s (and no later) is buffed by the 25% damage increase for this reason below, as this is only for a parry stagger.</ref> DPS gain whetstone DPS air enchant <ref name=":5">Because the air enchant increases attack speed, this can bring a weapon attack combo under a threshold, such as enemy staggering. Attack speed tends to be king in DPS, as it increases all damage multipliers by increasing raw output. See Dragonwilds:Combat/Strategies.</ref> DPS fire enchant
Template:Plink 4 70.84 13.47 94.53 105.32 112.47 94.64 3.19 112.80
Template:Plink (With Bleed <ref name=":1">Every 5th attack, the Abyssal Whip will trigger a full bleed gauge on the enemy, causing 32 damage. Because the entire attack cycle of the whip is 5 attacks, this equates to 1 proc every cycle. Because the bleed gauge can dwindle, and some monsters die before 5 full hits, both base DPS and with bleed DPS are included in the table.</ref>) 4 78.13 13.47 100.93 111.72 112.47 94.64 3.19 120.65
Template:Plink 2 31.63 17.25 43.24 48.18 37.01 48.52 2.73 50.06
Template:Plink 2 30.02 26.23 43.01 47.92 34.88 43.13 2.68 48.22
Template:Plink 3 43.98 38.86 62.79 69.96 50.54 62.89 2.68 70.64
Template:Plink 3 46.27 25.13 63.25 70.47 54.10 70.68 2.73 73.24
Template:Plink 3 48.50 45.35 58.88 65.60 70.47 84.45 3.50 76.55
Template:Plink 3 45.75 42.33 55.43 61.76 65.49 78.46 3.50 72.21
Template:Plink (With Crit Hit <ref name=":0">The Dragonbone Dagger and Skullsplitter increase the player's critical strike chance by 15% while being wielded. Overall, this 15% increased critical strike chance increases the damage multiplier of this weapon from 1.025 (base) to 1.0625.</ref>) 4 66.41 58.41 94.29 105.45 76.00 94.63 2.78 106.65
Template:Plink 2 34.95 18.73 47.84 53.30 41.28 53.91 2.73 55.31
Template:Plink 4 64.06 56.35 91.31 101.73 73.32 91.64 2.68 102.89
Template:Plink 4 67.75 36.47 92.69 103.27 79.72 104.22 2.73 107.23
Template:Plink 4 72.50 66.52 87.86 97.89 103.92 124.58 3.50 114.43
Template:Plink (With Crit Hit <ref name=":0" />) 3 47.96 26.05 65.31 73.05 56.08 72.98 2.83 75.92
Template:Plink 1 16.60 8.87 22.77 25.37 19.93 25.76 2.73 26.27
Template:Plink 1 15.49 13.60 22.08 24.60 17.80 22.16 2.68 24.88
Template:Plink 2 33.50 31.24 40.48 45.10 47.69 57.50 3.50 52.87
Expanded DPS Information Melee 1h
Name atk1 dmg and (delay action > atk1) atk2 dmg and (delay atk1 > atk2) atk3 dmg and (delay atk2 > atk3) atk4 dmg and (delay atk3 > atk4) atk5 dmg and (delay atk4 > atk5) atk6 dmg and (delay atk5 > atk6) atk7 dmg and (delay atk6 > atk7) Total combo dmg (time) Delay before new combo (movement manip.) Special action dmg Special action cast delay Special action delay (movement manip.) Special action total time (movement manip.)
Template:Plink 50 (0.37s) 50 (0.37s) 58 (0.9s) 66 (0.8s) 87 (1.26s) Template:NA Template:NA 311 (3.7s) 0.8s (0.7s) 25 0.778s 1.125s 1.903s
Template:Plink (With Bleed <ref name=":1" />) 50 (0.37s) 50 (0.37s) 58 (0.9s) 66 (0.8s) 87 (1.26s) Template:NA Template:NA 311 (3.7s) 0.8s (0.7s) 25 0.778s 1.125s 1.903s
Template:Plink 26 (0.5s) 26 (0.75s) 29 (0.8s) 35 (0.85s) 46 (1.4s) Template:NA Template:NA 162 (4.3s) 0.95s (0.65s) 35 0.82s 1.26s (0.76s) 2.08s (1.58s)
Template:Plink 14 (0.3s) 16 (0.35s) 19 (0.65s) 23 (0.6s) 23 (0.6s) 27 (0.9s) 35 (0.9s) 157 (4.3s) 1.06s (0.7s) 27 0.62s 0.435s 1.055s
Template:Plink 20 (0.3s) 23 (0.35s) 28 (0.65s) 34 (0.6s) 34 (0.6s) 40 (0.9s) 51 (0.9s) 230 (4.3s) 1.06s (0.7s) 40 0.62s 0.435s 1.055s
Template:Plink 38 (0.5s) 38 (0.75s) 42 (0.8s) 51 (0.85s) 68 (1.4s) Template:NA Template:NA 237 (4.3s) 0.95s (0.65s) 51 0.82s 1.26s (0.76s) 2.08s (1.58s)
Template:Plink 31 (0.45s) 31 (0.5s) 37 (0.72s) 42 (0.55s) 53 (1.18s) Template:NA Template:NA 194 (3.4s) 0.7s (0.4s) 45 0.56s 0.457s 1.017s
Template:Plink 29 (0.45s) 29 (0.5s) 34 (0.72s) 39 (0.55s) 52 (1.18s) Template:NA Template:NA 183 (3.4s) 0.7s (0.4s) 42 0.56s 0.457s 1.017s
Template:Plink (Crit Hit <ref name=":0" />) 29 (0.3s) 33 (0.35s) 41 (0.65s) 50 (0.6s) 50 (0.6s) 58 (0.9s) 74 (0.9s) 335 (4.3s) 1.06s (0.7s) 58 0.62s 0.435s 1.055s
Template:Plink 29 (0.5s) 29 (0.75s) 32 (0.8s) 38 (0.85s) 51 (1.4s) Template:NA Template:NA 179 (4.3s) 0.95s (0.65s) 38 0.82s 1.26s (0.76s) 2.08s (1.58s)
Template:Plink 29 (0.3s) 33 (0.35s) 41 (0.65s) 50 (0.6s) 50 (0.6s) 58 (0.9s) 74 (0.9s) 335 (4.3s) 1.06s (0.7s) 58 0.62s 0.435s 1.055s
Template:Plink 56 (0.5s) 56 (0.75s) 62 (0.8s) 74 (0.85s) 99 (1.4s) Template:NA Template:NA 347 (4.3s) 0.95s (0.728s) 74 0.82s 1.26s (0.76s) 2.08s (1.58s)
Template:Plink 46 (0.45s) 46 (0.5s) 54 (0.72s) 62 (0.55s) 82 (1.18s) Template:NA Template:NA 290 (3.4s) 0.7s (0.4s) 66 0.56s 0.457s 1.017s
Template:Plink (With Crit Hit <ref name=":0" />) 38 (0.5s) 38 (0.75s) 42 (0.8s) 51 (0.85s) 68 (1.4s) Template:NA Template:NA 237 (4.3s) 0.95s (0.65s) 51 0.82s 1.26s (0.76s) 2.08s (1.58s)
Template:Plink 14 (0.5s) 14 (0.75s) 15 (0.8s) 18 (0.85s) 24 (1.4s) Template:NA Template:NA 85 (4.3s) 0.95s (0.65s) 18 0.82s 1.26s (0.76s) 2.08s (1.58s)
Template:Plink 7 (0.3s) 8 (0.35s) 10 (0.65s) 12 (0.6s) 12 (0.6s) 14 (0.9s) 18 (0.9s) 81 (4.3s) 1.06s (0.7s) 14 0.62s 0.435s 1.055s
Template:Plink 21 (0.45s) 21 (0.5s) 25 (0.72s) 29 (0.55s) 38 (1.18s) Template:NA Template:NA 134 (3.4s) 0.7s (0.4s) 31 0.56s 0.457s 1.017s

2-Handed Weapons

Name Weapon power level Max boss DPS possible (at respective atk lvl) <ref name=":6" /> Combo base DPS Special attack base DPS <ref name=":7" /> DPS after successful block (for 5s) DPS vs full combo stagger (for 5s) <ref name=":3" /> DPS vs forced stagger (for 1.8s) <ref name=":2" /> DPS vs stagger (for 2.4s) + block crit (parry) <ref name=":4" /> DPS gain whetstone DPS air enchant <ref name=":5" /> DPS fire enchant
Template:Plink 3 44.73 49.65 69.00 66.11 59.79 50.31 1.66 71.21
Template:Plink 3 38.86 23.98 38.87 43.31 37.01 62.29 1.24 62.07
Template:Plink 3 34.39 35.97 48.53 54.07 46.98 79.06 0.90 54.77
Template:Plink 4 58.06 62.21 75.67 84.31 58.37 49.11 0.98 92.63
Template:Plink 4 65.85 73.05 101.66 97.38 88.26 74.27 1.66 104.84
Template:Plink 4 56.67 35.37 56.81 63.29 54.10 91.04 1.24 90.51
Template:Plink 4
Expanded DPS Information Melee 2h
Name atk1 dmg and (delay action > atk1) atk2 dmg and (delay atk1 > atk2) atk3 dmg and (delay atk2 > atk3) atk4 dmg and (delay atk3 > atk4) Total combo dmg (time) Delay before new combo (movement manip.) Special action dmg Special action cast delay <ref>The Dragonwilds:Iron Warhammer has a massively decreased special action post delay when using movement manipulation (0.442s vs 1.32s) - this is likely unintended, so it is not included here.</ref> Special action delay (movement manip.) Special action total time (movement manip.)
Template:Plink 42 (0.74s) 42 (0.72s) 59 (1s) 73 (1.34s) 216 (3.8s) 1.15s (0.53s) 70 0.6s 0.81s 1.41s
Template:Plink 52 (0.94s) 52 (1.44s) 65 (1.43s) 82 (1.64s) 251 (5.45s) 1.17s (0.7s) 59 1.14s 1.32s (0.45s) 2.46s (1.59s)
Template:Plink 66 (0.83s) 66 (1.28s) 79 (2.09s) 96 (1.45s) 307 (5.65s) 3.5s (1.014s) 84 1.52s 0.815s 2.335s
Template:Plink 82 (0.88s) 103 (1.58s) 144 (1.73s) 144 (1.81s) 473 (6s) 2.35s (0.77s) 93 1.12s 0.375s 1.495s
Template:Plink 62 (0.74s) 62 (0.72s) 87 (1s) 107 (1.34s) 318 (3.8s) 1.15s (0.53s) 103 0.6s 0.81s 1.41s
Template:Plink 76 (0.94s) 76 (1.44s) 95 (1.43s) 119 (1.64s) 366 (5.45s) 1.17s (0.7s) 87 1.14s 1.32s (0.45s) 2.46s (1.59s)
Template:Plink

Ranged Weapons

Ranged armour provides substantial DPS increases to ranged weapons when properly utilised, with the following set bonuses:

1/3 Set Bonus: +40 Stealth Speed

2/3 Set Bonus: -33% Ranged Attack Stamina Cost

3/3 Set Bonus: +25% Weak point damage

  • The following "Base DPS" values do not assume any ranged armour set bonuses.
  • The remaining DPS values do assume the 3/3 ranged armour set bonuses are utilised (when applicable).


Multiply all DPS (or damage) values by the value of the used arrow. For instance, the DPS of the Blightwood Shortbow fully drawn, with all weak point damage using a stone arrow would be: 5.79 x 8 = 46.32.

  • The dps in parentheses (dps) is the dps in that cell if the player used the same tier level of Dragonwilds:arrow as the bow (damage arrow multiplier) to compare to dps in different classes at the same power level of weapons.
    • E.g.: The dps shown for the Crystal Bow in parentheses (dps) is the dps of the Crystal Bow using a Bronze Arrow; the dps of the Ash Shortbow in parentheses is the dps of the Ash Shortbow using a Stone Arrow.

Shortbows

Name Weapon power level Special attack

DPS <ref name=":7" />

Draw spam DPS

33% weak point <ref name=":8">Because there is a massive arrow spread on draw spamming, it's impossible to get all weak point damage. 33% of shots hitting weakpoints assume nearly or in melee range.</ref>

Draw spam DPS

no weak point

Quickfire DPS

all weak points

Quickfire DPS

no weak point

Fully drawn DPS

all weak points

Fully drawn DPS

no weak point

Template:Plink 1 3.26 (26.09) 2.73 (21.87) 3.27 (26.13) 2.07 (16.55) 2.69 (21.53) 1.73 (13.84)
Template:Plink 4 7.03 (119.44) 5.90 (100.29) 7.02 (119.38) 4.46 (75.90) 5.79 (98.40) 3.73 (63.36)
Template:Plink 3 43.65 × AoE # 5.92 (82.92) 4.96 (69.50) 5.93 (83.07) 3.76 (52.60) 3.72 (52.10) 2.29 (32.10)
Template:Plink 2 4.90 (53.91) 4.17 (45.90) 4.81 (52.91) 3.16 (34.74) 3.97 (43.64) 2.55 (28.03)
Template:Plink 3 4.46 (62.45) 3.74 (52.37) 4.47 (62.52) 2.83 (39.64) 3.69 (51.64) 2.37 (33.17)
Name Weapon power level Base draw spam DPS

33% weak point <ref name=":8" />

Base quickfire DPS

all weak points

Base fully drawn DPS

all weak points

Template:Plink 1 2.98 (23.86) 2.63 (21.06) 2.17 (17.32)
Template:Plink 4 6.41 (108.90) 5.62 (95.46) 4.64 (78.87)
Template:Plink 3 5.40 (75.62) 4.75 (66.50) 3.00 (42.06)
Template:Plink 2 4.47 (49.16) 3.83 (42.15) 3.17 (34.85)
Template:Plink 3 4.07 (56.91) 3.57 (49.94) 2.94 (41.19)
Multiplier <ref name=":9">These are medians of an array of data scrubbed in-game for all bows and arrows, and are not exact multiplier values; however, they are extremely close. The DPS above is calculated on a per-bow basis, averaged across all arrow types.</ref> All but oak

shortbows

Ash, blightwood

& wild scout's shortbows

Crystal & oak

shortbows <ref>The Dragonwilds:Crystal Bow using either fang arrows or bronze arrows has a damage multiplier of 1.4, not 1.46. This must be a coding error, and is excluded in the calculations above - only 1.46 is used. Otherwise, multiply the crystal bow by 1.4x when the player is using either a fang or bronze arrow.</ref>

Oak shortbow
Fully Drawn Template:NA 1.51× 1.46× Template:NA
Draw Weakpoint No-Set 1.884× Template:NA Template:NA 1.819×
Draw Weakpoint With-Set (+25%) 2.355× Template:NA Template:NA 2.278×
Quickfire Weakpoint No-Set 1.262× Template:NA Template:NA 1.213×
Quickfire Weakpoint With-Set (+25%) 1.575× Template:NA Template:NA 1.523×
Expanded DPS Information Ranged Shortbows
Name Arrow Damage Multiplier Fully drawn dmg (draw time) Fully drawn atk delay to new draw Drawn back spam dmg (delay) atk1 dmg and (delay action > atk1) atk2 dmg and (delay atk1 > atk2) atk3 dmg and (delay atk2 > atk3) Total combo dmg Total combo time Delay before new combo Delay with movement manipulation Special action dmg Special action cast delay Special action dot delay Special action delay Special action total time
Template:Plink 1.9 2.87 (1s) 0.665s 1.9 (0.695s) 1.9 (0.42s) 1.9 (0.95s) 1.9 (0.85s) 5.82 2.22s 0.535s Template:NA Template:NA Template:NA Template:NA Template:NA
Template:Plink 4.1 6.19 (1s) 0.665s 4.1 (0.695s) 4.1 (0.42s) 4.1 (0.95s) 4.1 (0.85s) 12.35 2.22s 0.535s Template:NA Template:NA Template:NA Template:NA Template:NA
Template:Plink 3.45 5.04 (1.485s) 0.665s 3.45 (0.695s) 3.45 (0.42s) 3.45 (0.95s) 3.45 (0.85s) 10.41 2.22s 0.535s 85 0.86s 3.15s 0.3s 4.31s
Template:Plink 2.9 4.23 (1s) 0.665s 2.9 (0.695s) 2.9 (0.42s) 2.9 (0.95s) 2.9 (0.85s) 8.47 2.22s 0.535s Template:NA Template:NA Template:NA Template:NA Template:NA
Template:Plink 2.6 3.93 (1s) 0.665s 2.6 (0.695s) 2.6 (0.42s) 2.6 (0.95s) 2.6 (0.85s) 7.94 2.22s 0.535s Template:NA Template:NA Template:NA Template:NA Template:NA

Longbows

Name Weapon power level Draw spam DPS

33% weak point <ref name=":8" />

Draw spam DPS

no weak points

Fully drawn DPS

all weak points

Fully drawn DPS

no weak point

Template:Plink 1 3.26 (26.09) 2.73 (21.87) 2.52 (20.19) 1.62 (13.00)
Template:Plink 4 7.03 (119.44) 5.90 (100.29) 5.43 (92.26) 3.48 (59.08)
Template:Plink 4 7.37 (125.21) 6.19 (105.18) 5.68 (96.59) 3.65 (62.03)
Template:Plink 3 4.80 (67.26) 4.03 (56.40) 3.71 (51.91) 2.39 (33.42)
Name Weapon power level Base draw spam DPS

33% weak point <ref name=":8" />

Base fully drawn DPS

all weak points

Template:Plink 1 2.98 (23.86) 2.01 (16.10)
Template:Plink 4 6.41 (108.90) 4.35 (73.88)
Template:Plink 4 6.72 (114.29) 4.56 (77.45)
Template:Plink 3 4.37 (61.23) 2.96 (41.49)
Multiplier <ref name=":9" /> All longbows
Fully Drawn 2.267×
Draw Weakpoint No-Set 2.823×
Draw Weakpoint With-Set (+25%) 3.528×
Quickfire Weakpoint No-Set 1.259×
Quickfire Weakpoint With-Set (+25%) 1.575×
Expanded DPS Information Ranged Longbows
Name Arrow Damage Multiplier Fully drawn dmg (draw time) Fully drawn atk delay to new draw Drawn back spam dmg (delay) Kick dmg
Template:Plink 1.9 4.33 (2s) 0.665s 1.9 (0.695s) 19
Template:Plink 4.1 9.26 (2s) 0.665s 4.1 (0.695s) 41
Template:Plink 4.3 9.72 (2s) 0.665s 4.3 (0.695s) 43
Template:Plink 2.8 6.36 (2s) 0.665s 2.8 (0.695s) 28

Magic Weapons

Magic armour provides substantial DPS increases to magic weapons when properly utilised, with the following set bonuses:

1/3 Set Bonus: -50% Stamina Regen Delay

2/3 Set Bonus: -33% Magic Conjuring Time

3/3 Set Bonus: +15% Magical Crit Chance

  • The following "Base DPS" values do not assume any magic armour set bonuses
  • The remaining DPS values do assume the 3/3 magic armour set bonuses are utilised (when applicable).

Battlestaves

Name Weapon power level Air DPS Fire DPS Air secondary DPS Fire secondary DPS
Template:Plink
Template:Plink 4
Template:Plink
Template:Plink
Template:Plink
Template:Plink
Name Weapon power level Base air DPS Base fire DPS Base air secondary DPS Base fire secondary DPS
Template:Plink 2
Template:Plink 4
Template:Plink 4
Template:Plink
Template:Plink
Template:Plink 4
Expanded DPS Information Magic Battlestaves - FULL SET BONUS
Name Rune Damage Multiplier atk1 dmg and (delay action > atk1) atk2 dmg and (delay atk1 > atk2) atk3 dmg and (delay atk2 > atk3) atk4 dmg and (delay atk3 > atk4) Total combo dmg Delay before new combo Total combo time Air DPS Fire DPS Air secondary DPS Fire secondary DPS
Template:Plink 1.9
Template:Plink 4.1
Template:Plink 4.1
Template:Plink 2.6
Template:Plink 2.8
Template:Plink 4.5
Expanded DPS Information Magic Battlestaves - NO SET BONUS
Name Rune Damage Multiplier atk1 dmg and (delay action > atk1) atk2 dmg and (delay atk1 > atk2) atk3 dmg and (delay atk2 > atk3) atk4 dmg and (delay atk3 > atk4) Total combo dmg Delay before new combo Total combo time Air DPS Fire DPS Air secondary DPS Fire secondary DPS
Template:Plink 1.9
Template:Plink 4.1
Template:Plink 4.1
Template:Plink 2.6
Template:Plink 2.8
Template:Plink 4.5

Enemy Weaknesses/Resistances

Enemies also fall into the combat triangle above, and have certain styles, substyles, and weaknesses. A substyle weakness can be: Stab, Slash, Crush, Fire, and Air.

  • This can help inform the player which style to use for certain encounters in Dragonwilds:Ashenfall regions.

Brynmoor

Name Power Level Weakness Resistance Immunity
Dragonwilds:Chicken 1 Fire Air -
Dragonwilds:Giant Rat 1-4 Stab Crush -
Dragonwilds:Goblin Runt 1 Fire - -
Dragonwilds:Kebbit 1 - - -
Dragonwilds:Magpie 1 - - -
Name Power Level Weakness Resistance Immunity
Dragonwilds:Chicken 1 Fire Air -
Dragonwilds:Cow 2 - - -
Dragonwilds:Deer 1 Ranged - -
Dragonwilds:Giant Rat 1-4 Stab Crush -
Dragonwilds:Goblin Archer 2 Stab - -
Dragonwilds:Goblin Bruiser 2
Dragonwilds:Goblin Runt 1 Fire - -
Dragonwilds:Goblin Warrior 2 Fire - -
Dragonwilds:Kebbit 1 - - -
Dragonwilds:Magpie 1 - - -
Name Power Level Weakness Resistance Immunity
Dragonwilds:Abyssal Demon 4 Slash Air -
Dragonwilds:Goblin Archer 2 Stab - -
Dragonwilds:Goblin Warrior 2 Fire - -
Dragonwilds:Putrid Rat 2-3 Crush Stab Poison

Ghornfell

Name Power Level Weakness Resistance Immunity
Dragonwilds:Abyssal Demon 4 Slash Air -
Dragonwilds:Chinchompa 3 Ranged Fire -
Dragonwilds:Deer 1 Ranged - -
Dragonwilds:Dire Wolf 3 Fire - -
Dragonwilds:Garou Berserker 3-4 Ranged Air -
Dragonwilds:Garou Druid 3-4 Fire Crush Poison
Dragonwilds:Garou Hunter 3-4 Air Crush -
Dragonwilds:Garou Thane 3-4 Crush Stab -
General Velgar 4 - - Poison, Burning
Dragonwilds:Sheep 2-3 Slash - -
Dragonwilds:Terrorbird 3 Stab Air -
Dragonwilds:Wolf 3-4 Fire - -
Name Power Level Weakness Resistance Immunity
Dragonwilds:Abyssal Demon 4 Slash Air -
Dragonwilds:Garou Berserker 3-4 Ranged Air -
Dragonwilds:Garou Druid 3-4 Fire Crush Poison
Dragonwilds:Garou Hunter 3-4 Air Crush -
Dragonwilds:Garou Thane 3-4 Crush Stab -
Dragonwilds:Plague King 3 Crush Stab Poison
Dragonwilds:Putrid Rat 2-3 Crush Stab Poison
Dragonwilds:Wild Jade Vine 3 Fire Poison
Name Power Level Weakness Resistance Immunity
Dragonwilds:Garou Berserker 3-4 Ranged Air -
Dragonwilds:Garou Druid 3-4 Fire Crush Poison
Dragonwilds:Garou Hunter 3-4 Air Crush -
Dragonwilds:Garou King 5 - - -
Dragonwilds:Garou Thane 3-4 Crush Stab -
Dragonwilds:Ram 3-4 Slash Fire -
Dragonwilds:Sheep 2-3 Slash - -
Dragonwilds:Wild Lapulis Vine 4 - - -
Dragonwilds:Wolf 3-4 Fire - -

Vaults

Name Power Level Weakness Resistance Immunity
Dragonwilds:Giant Rat 1-4 Stab Crush -
Dragonwilds:Putrid Rat 2-3 Crush Stab Poison
Dragonwilds:Rat King 2-3 Stab Crush -
Dragonwilds:Vault Archon 2-4 Crush - Poison, Bleed, Burning
Dragonwilds:Vault Guardian Hulk 2-4 Crush - Poison, Bleed, Burning
Dragonwilds:Vault Guardian Sentinel 3-4 Crush - Poison, Bleed, Burning
Dragonwilds:Vault Overlord 4 Crush - Poison, Bleed, Burning

Update history

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References

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