Melee Damage

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Overview[edit | edit source]

Melee Damage is a stat in ATLAS. Melee Damage defines how hard a character can hits other objects / player with a Melee Weapon.

Melee Damage also defines how fast a character can gather resources. The higher the Melee Damage the more resources are gained in one hit. Resource nodes have a fixed amount of resources, so it requires fewer hits to empty them.

Math[edit | edit source]

For hiting a Training Dummy, which should have no Damage Mitigration the formula is:

(Base Weapon Damage) * (Weapon Damage/100%) * (100% + SUM(Melee Damage Multiplier))/100%

  • Base Weapon Damage: Different Tools and Melee Weapons have different Base Weapon Damage (like 49 for a Metal Pick).
  • Weapon Damage: It is a Parameter on the Weapon / Tool, which is 100% when normal crafted. For Blueprints crafted ones it will be (way) above 100%.
  • Melee Damage Multiplier: Is gained by Buffs, otherwise it is 0%.

Base Weapon Damage for Tools[edit | edit source]

  • Does Weapon Damage for Tools increase the harvest amount? (Please verify) => No

Base Weapon Damage for One Hand Weapons[edit | edit source]

Base Weapon Damage for Two Hand Weapons[edit | edit source]

Others[edit | edit source]

Other Player, Animals, and SotD, etc. will have Damage Mitigation (Armor, etc.), this was not tested yet.

Other Buffs, like Alcohol or skills will alter this value.