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Damage is any number that is deducted from an entity's Health.

Damage Types[]

Each instance of damage has a damage type attached to it. Damage types are used in the game for resistances and weaknessess, bonuses and penalties and in a few other cases. They are grouped in three broad categories: True Damage, which is not reduced by by armor or other effects, Physical Damage, which is reduced by Physical Armor, and Elemental Damage, which is reduced by Elemental Armor.

Whenever damage is dealt, an icon representing the damage type is shown next to the damage number.

Type Category Strong Against Weak Against
File:True.png True True N/A N/A
Falling Falling N/A N/A
Physical Physical (Standard) Physical N/A N/A
Slash Slash Angry Earth (+20%) Ancients (-15%)
Thrust Thrust Corrupted (+20%)

Beasts (+20%)

Angry Earth (-15%)

The Lost (-15%)

Strike Strike Ancients (+20%)

The Lost (+10%)

Corrupted (-15%)
Siege Siege N/A N/A
Physical Fire Physical Fire (PhysFire) ? ?
Arcane Arcane Elemental Corrupted (+30%) N/A
Fire Fire Angry Earth (+30%) Ancients (-40%)
Ice Ice The Lost (+15%) Corrupted (-40%)
Lightning Lightning Ancients (+30%) Angry Earth (-40%)
Nature Nature The Lost (+30%)

Corrupted (+15%)

N/A
Void Void (Corruption) Ancients (+15%) The Lost (-40%)

Damage Calculation[]

Received Damage Display

A floating text for damage received. Damage taken is shown in red, while the damage mitigated is the negative number shown in white. The Slash Slash damage type is shown on the right, which, for this instance of damage, was lowered by the Absorption of an Onyx gem, as expressed by the downwards double arrow.

Damage calculation in New World has two main components:

  • Pre-Mitigation Damage, which is calculated using the offensive statistics from the damaging entity.
  • Mitigation, which is calculated using the statistics from the damaged entity.

Thus, the following formula is used for determining the final damage done (shown in red on the example on the right):

The sections below go further into details about each component used in the calculation.

Pre-Mitigation Damage is calculated off Weapon Damage, which is multiplied by coeficients according to the Skill doing the damage, the Ammo equipped (in case of Bows and Muskets), the sum of general damage modifiers (General Mods) and sum of Damage Amplifiers (DMGx).

The following tabs address each component of the final Pre-Mitigation Damage.

Weapon Damage is the first damage value shown on the top of the weapon's tooltip in game.

It's calculated by the Gear Score-Based Damage multiplied by the sum of the Level and Attributes modifiers:

Gear Score-Based Damage[]

Gear Score-Based Damage is the lower Damage entry shown on the tooltips of all weapons. It also shows the Damage Type (Thrust Thrust, Nature Nature, etc) next to the number.

The game calculates the initial value based on the Base Damage of the weapon type (Musket, Fire Staff, etc) and then applies a compound interest formula taking the Gear Score (GS) of the weapon into account.

Base Damage per Weapon Type[]

One Handed Hatchet Rapier Sword
63 61 64
Shields Round Shield Kite Shield Tower Shield
63 60 56
Two Handed Great Axe Spear War Hammer
82 70 84
Ranged Bow Musket
64 82
Magic Fire Staff Ice Gauntlet Life Staff Void Gauntlet
57 56 52 54

Level Modifier[]

Attributes Modifier[]

Skill multiplier is the most basic multiplier found in Weapon Mastery skills. They are displayed as percentages of the Modified Weapon Damage (see above).

Basic Attacks[]

Basic weapon attacks, such as Light Attacks, Heavy Attacks and Charged Heavy Attacks, are all treated as Skills for the sake of calculating damage. These values are shown when you hover your mouse over a weapon in the Weapon Mastery tab in game.

While most Light Attacks have a multiplier of 100% and thus is equal to the Modifier Weapon Damage value, some, like the Light Attack made by Life Staff, is instead 107%.

Chain Elemental[]

Some perks such as Chain Void applies a damage chain with a 11% Skill Multiplier to up to three closest enemies.

  • The damage is dealt after the initial damage caused by the weapon itself, as if it was a chained Skill.
  • Chain damage is unable to critically hit and is unaffected by headshots.
  • Chain damage is increased by 150 Intelligence perk.

Ammo Multiplier is a single multiplier granted by weapons that use ammo, such as the Bow or Musket.

The in game ammo item shows the multiplier value, which can range from x 1.00 (Stone, Tier I) to x 1.20 (Orichalcum, Tier V).

For weapons without ammo, the multiplier is equal to 1.

General Modifiers is a damage multiplier that encompasses most damage modifiers. They stack additively among themselves.

Attribute Perk Modifiers[]

  • 200 Strength: +10% damage on stunned, sloweRawSienna, or rooted enemies (?)
  • 150 Dexterity: +5% thrust damage
  • 50 Intelligence: +10% damage light and heavy magic attacks
  • 150 Intelligence: +15% to elemental damage
  • 300 Intelligence: +10% damage on first hit on full Health target (?)

Weapon Mastery Modifiers[]

Other Known Modifiers[]

  • Light/Medium Equip Load: 20%/10% bonus damage

DMGx a multiplier category that encompasses different conditions that often change during the fight, such as status effects (Empower and Weaken), damage buffs, Critical Hits, Headshots, Backstabs, and so on. They stack additively among themselves

Weapon Mastery Buffs[]

Empower[]

Weaken[]

  • ?

Critical Damage Modifiers[]

  • 100 Intelligence: +10% to critical hit damage.
  • 250 Dexterity: +10% bonus critical hit damage on stunned, sloweRawSienna, or rooted enemies
  • Vicious perk.
  • Rogue perk is currently bugged, giving critical damage instead of backstab damage as it's supposed to do.
  • 150 Constitution: -10% to critical damage taken (negative).
  • Resilient perk (negative).

Headshot Modifiers[]

When you hit the head of an enemy with a Musket or Bow shot, or a thrown Spear or Hatchet, you deal headshot, which is displayed in orange text. This orange text damage, however, is not consideRawSienna critical damage and does not benefit from backstab damage bonuses.

Mitigation, on the other hand, is calculated off the final Armor Mitigation multiplied by the sum of Absorption modifiers, including AI faction modifiers, Rend Rend and Fortify Fortify, plus damage absorption gems and consumables. The resulting number multiplies the incoming damage. Damage mitigated is shown on the floating text below the damage done, as a negative white text value.

The following tabs address each component of the final Mitigation multiplier.

Armor Mitigation takes into account Physical/Elemental Resistances of the damaged entity's armor and then applies the sum of Armor Penetration modifiers.

Armor Resistance[]

  • Armor is the total value displayed on your character paper doll (PHYS or ELEM).
  • AWGS is the Gear Score of the attacker's weapon.

Armor Penetration[]

Armor Penetration reduces the amount of mitigation done from armor. Each modifier is additive among themselves.

Absorption, known as ABSx in the game files, is a group of mitigation modifiers.

Absorption includes including AI faction modifiers (see Damage Types), the Rend Rend debuff and Fortify Fortify buff, plus damage absorption from gems and consumables.

Absorption Gems[]

Absorption Consumables[]

Healing Damage[]

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