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Tibia 7.4/ Tibiantis notes

by Tarsal.


Distance Damage Calculator

Attacker

Defender







Attacker weapon:



Attacker stance:




Results:

Notes:
  1. This calculator provides average distance damage and accuracy including the effects armour.
  2. Shielding does not reduce damage for PvE or PvP distance attacks.
  3. For PvP, resultant damage is halved.
  4. Accuracy is based on projectile type, skill, and distance from target. Accuracy from projectiles is fixed and is stated next to the projectile choice. Accuracy from skill and distance is approximately max(100,skill/(dist x 15)) where dist = 2 for a 1 square gap, dist = 3 for a 2 sq gap and so on except for adjacent monsters where dist = 5 to reduce accuracy for adjacent monsters. At a distance of 2 you need 29 skill for maximum accuracy, at a distance of 7 you would need 105 skill. At 75 skill you achieve maximum accuracy while standing adjacent.
  5. Accuracy from projectiles and skill are combined in 'Accuracy (before armor)'.
  6. Blood and armor hits both count double for skill progression, 100% skill efficiency is displayed relative to constant blood or armor hits with 90% accurate bow or crossbow ammunition, this is 191% of the maximum melee progression. Skill progression still relies on ahieving blood hits every 10-30 hits but this is not calculated.
  7. You can assess your hunt training efficiency by multiplying the training efficiency by the bolts used per hour divided by maximum bolts per hour (1,800).
  8. ‘Average hit’ is the average of blood hits - this is the average of the numbers you see.
  9. ‘Average Damage (overall)’ is the average damage effects of accuracy and armor.
  10. Burst arrows that miss the 'accuracy (before armor)' check randomly land on one square in a 3x3 around the target. As burst arrows deal damage in a 3x3 area they are 100% accurate for their target, however adjacent targets might be missed. A typical example would be a mage hunting behemoths with a blocker using burst arrows and explosion runes, where the burst arrow frequently misses one of the behemoths. The chance for burst arrows to hit their target is 'accuracy(before armor) x 8/9 + 1/9 to account for the 1/9 chance to still land in the center after a miss. If some of the 3x3 around the target are blocked by walls then the chance to randomly land in the available tiles increases. For a knight blocking 3 behemoth in a corner, the mage should target the knight as any miss would still hit all 3. Mages who train their distance skill can attain close to maximum burst arrow accuracy with a 1 tile gap.