Attack Formulas - classic-hunter/forever-hunter GitHub Wiki
ð§Ū Attack Formulas
Hunter damage formulas for WoW Forever.
This page focuses on how Hunter damage is calculated: weapon damage, Attack Power scaling, ability coefficients, critical damage, and direct damage modifiers.
Attack-table behavior such as Miss, Crit chance, Glancing Blows, Dodge, and Parry is documented separately in Ranged Attack Table.
Pet-specific formulas are documented in Pet Attack Formulas.
Formula verification methods and combat-log testing are documented in Hunter Testing Methodology.
Summary
Hunter attacks generally use one of three structures:
-
Weapon damage using actual weapon speed
- Auto Shot
- normal melee swings
- Raptor Strike
- Scatter Shot
-
Weapon damage with normalized Attack Power scaling
- Aimed Shot
- Multi-Shot
-
Direct Attack Power coefficients
- Arcane Shot
- Serpent Sting
- Immolation Trap
- other abilities where specifically verified
A simplified damage pipeline is:
Base Damage â Attack Power Contribution â Damage Modifiers â Crit â Target Mitigation
Current working assumptions:
- direct damage modifiers stack multiplicatively
- critical-damage bonuses are additive to the base Crit multiplier
Both stacking rules still require controlled verification.
ðđ Ranged Weapon Damage
Auto Shot
A normal ranged weapon attack consists of:
Weapon Damage + Ammo Damage + RAP Contribution + Scope
Where:
Ammo Damage = Ammo DPS Ã Weapon Speed
and:
RAP Contribution = RAP / 14 Ã Weapon Speed
Therefore:
Auto Shot = Weapon Damage + (Ammo DPS Ã Weapon Speed) + (RAP / 14 Ã Weapon Speed) + Scope
Auto Shot uses the ranged weapon's actual base speed for its RAP contribution.
Example
For a 2.90 speed weapon with:
127.5average weapon damage22 DPSammunition1000 RAP- no scope
Ammo contribution:
22 Ã 2.90 = 63.8
RAP contribution:
1000 / 14 Ã 2.90 = 207.1
Average raw Auto Shot:
127.5 + 63.8 + 207.1 = 398.4
This is the raw damage packet before Crit, damage modifiers, and target mitigation.
ðŊ Normalized Ranged Attacks
Some ranged abilities use normalized Attack Power scaling rather than the weapon's actual speed.
Hunter ranged normalization uses:
2.8
Only the RAP contribution is normalized.
The weapon's own damage roll and ammunition contribution still come from the equipped ranged weapon.
Aimed Shot
Aimed Shot = Weapon Damage + Ammo Damage + Scope + (RAP / 14 Ã 2.8) + Aimed Bonus
Compare:
Auto Shot RAP = RAP / 14 Ã Weapon Speed
Aimed Shot RAP = RAP / 14 Ã 2.8
A weapon slower than 2.8 therefore receives less RAP contribution on Aimed Shot than it would from an actual-speed attack.
A faster weapon receives more.
Multi-Shot
Multi-Shot = Weapon Damage + Ammo Damage + Scope + (RAP / 14 Ã 2.8) + Multi Bonus
Multi-Shot uses the same normalized RAP structure as Aimed Shot.
Each target receives its own attack result.
Sniper Shot
The exact Sniper Shot formula has not yet been verified.
Current unknowns include:
- weapon damage contribution
- actual vs normalized weapon speed
- RAP contribution
- bonus damage structure
- damage modifier applicability
- critical-damage behavior
Until controlled testing establishes the formula:
Sniper Shot = Unverified Ranged Weapon Formula
Sniper Shot should not simply be assumed to use the Aimed Shot formula.
ð Scatter Shot
Scatter Shot uses half of a normal ranged weapon attack:
Scatter Shot = Auto Shot Raw Damage à 0.50
Expanded:
Scatter Shot = [Weapon Damage + Ammo Damage + (RAP / 14 Ã Weapon Speed) + Scope] Ã 0.50
Unlike Aimed Shot and Multi-Shot, Scatter Shot uses the weapon's actual speed for RAP contribution.
âĻ Direct RAP Scaling
Arcane Shot
Arcane Shot scales directly from Ranged Attack Power:
Arcane Shot = Base Damage + (RAP Ã 0.10)
Therefore:
100 RAP = 10 additional damage
Arcane Shot does not depend on ranged weapon damage or weapon speed.
Serpent Sting
Serpent Sting gains:
15% RAP
over its full duration.
With five ticks:
Total Damage = Base Damage + (RAP Ã 0.15)
and:
Damage per Tick = Base Tick + (RAP Ã 0.03)
Each tick therefore receives:
3% RAP
Serpent Sting ticks can critically strike using the Hunter's ranged Crit chance.
The effect also dynamically updates from the Hunter's current RAP rather than fully snapshotting its application value.
See Ability Mechanics for the underlying DoT behavior.
ðĶ Summon Hawk
Summon Hawk contains two separate damage components:
- the initial hit
- repeated Hawk attacks during its duration
Testing has shown that these should be treated separately, but their exact formulas remain unverified.
Until further testing:
Initial Hawk Damage = Base Damage + Unverified Scaling
Hawk Attack Damage = Base Damage + Unverified Scaling
Still requiring verification:
- initial-hit RAP coefficient
- repeated-attack scaling
- whether both components use the same stat source
- damage modifier inheritance
- critical-damage behavior
ðŠĪ Trap Damage
Immolation Trap
Immolation Trap gains:
10% Attack Power
over its full duration.
With five ticks:
Total Damage = Base Damage + (AP Ã 0.10)
and:
Damage per Tick = Base Tick + (AP Ã 0.02)
Each tick therefore receives:
2% AP
Explosive Trap
Explosive Trap has shown Attack Power scaling in Forever.
The exact coefficient has not yet been verified.
Until confirmed:
Explosive Trap = Base Damage + Unverified AP Contribution
ð§ïļ Volley
Volley has shown Attack Power scaling in Forever.
The exact coefficient has not yet been verified.
Until confirmed:
Volley = Base Damage + Unverified AP Contribution
âïļ Melee Weapon Damage
Main-Hand Swing
A normal Main Hand swing uses:
Main-Hand Damage = Weapon Damage + (MAP / 14 Ã Weapon Speed)
This uses the weapon's actual speed.
Off-Hand Swing
Before additional Off Hand modifiers:
Off-Hand Damage = [Weapon Damage + (MAP / 14 Ã Weapon Speed)] Ã 0.50
Predator's Edge can further modify the resulting Off Hand damage.
Weapon Speed
At equal weapon DPS:
Average Weapon Damage â Weapon DPS Ã Weapon Speed
For example:
3.8 / 3.2 = 1.1875
At identical DPS, a 3.8 speed weapon therefore carries approximately:
18.75% more damage per weapon event
than a 3.2 speed weapon.
This is especially important for weapon-based melee abilities and Melee Weaving.
ðĶ Raptor Strike
Raptor Strike modifies the next Main Hand attack.
Raptor Strike = Weapon Damage + (MAP / 14 Ã Weapon Speed) + Raptor Bonus
Raptor Strike uses actual weapon speed.
Because it is a melee ability rather than a white melee swing, it can benefit from applicable melee-ability critical-damage modifiers.
ð Mongoose Bite
Mongoose Bite uses:
Mongoose Bite = Weapon Damage + (MAP / 14 Ã Weapon Speed) + Mongoose Bonus
It therefore scales with:
- melee weapon damage
- Melee Attack Power
- weapon speed through the MAP contribution
- applicable damage modifiers
- melee-ability critical-damage modifiers
ðĶĩ Strider Kick
Strider Kick deals:
100% Melee Weapon Damage
Therefore:
Strider Kick = Weapon Damage + (MAP / 14 Ã Weapon Speed)
It can also receive applicable melee damage and melee-ability critical-damage modifiers.
ðŠïļ Windfury
A Windfury proc performs an additional Main Hand weapon attack with Windfury's bonus Attack Power applied to that attack.
Windfury Attack = Weapon Damage + [(MAP + Windfury AP) / 14 Ã Weapon Speed]
Because another full weapon-damage event is performed, slower weapons gain substantial damage per Windfury proc.
ð Damage Modifiers
The following effects directly modify damage rather than changing AP, Crit chance, haste, or another formula input.
Current Working Assumption
Direct damage modifiers are currently assumed to stack multiplicatively.
Final Damage = Raw Damage à Modifier A à Modifier B à Modifier C
| Source | Modifier | Applies To |
|---|---|---|
| Improved Tracking | Ã1.05 |
Damage against the creature type currently being tracked |
| Focused Fire | Ã1.02 |
Hunter and pet damage while the pet is active |
| Ranged Weapon Specialization | Ã1.05 |
Ranged weapon damage |
| Barrage | Ã1.10 |
Aimed Shot, Multi-Shot, and Volley |
| Predator's Edge | Ã1.50 |
Off Hand weapon damage |
| Troll â Beast Slaying | Ã1.05 |
Damage against Beasts |
| Dwarf â Big Game Hunter | Ã1.05 |
Damage against Beasts |
| Skyborne â Elemental Insight | Ã1.05 |
Damage against Elementals |
| Traces of Silithyst | Ã1.05 |
All damage |
| Sayge's Dark Fortune of Damage | Ã1.10 |
All damage |
Example:
Raw Damage à 1.05 à 1.02 à 1.05
is currently preferred over treating those same modifiers as one additive +12% modifier.
Testing Status: Multiplicative stacking is the current working assumption and still needs verification.
ðĨ Critical Damage
A normal physical critical strike begins from a:
2.00Ã
damage multiplier.
Current Working Assumption
Critical-damage bonuses are currently assumed to add directly to the Crit multiplier.
| Source | Crit Damage Bonus | Applies To |
|---|---|---|
| Mortal Shots | +0.30Ã |
Ranged abilities |
| Predator's Edge | +0.30Ã |
Melee abilities; excludes white melee swings |
| Dwarf racial | +0.02Ã |
Applicable critical damage |
| Tauren racial | +0.02Ã |
Applicable critical damage |
Examples:
Mortal Shots = 2.00 + 0.30 = 2.30Ã
Dwarf + Mortal Shots = 2.00 + 0.30 + 0.02 = 2.32Ã
Tauren + Predator's Edge = 2.00 + 0.30 + 0.02 = 2.32Ã
White melee attacks do not receive the Predator's Edge critical-damage bonus.
Testing Status: Additive critical-damage stacking is the current working assumption and still needs verification.
ðĄïļ Armor and Mitigation
The formulas above describe raw damage before target mitigation.
Physical attacks are reduced by armor after the attack's damage packet has been calculated.
Conceptually:
Observed Physical Damage = Raw Physical Damage à Armor Multiplier
Armor does not change:
- weapon damage
- Attack Power contribution
- ability bonus damage
It changes how much of the completed physical damage packet reaches the target.
See Stat Mechanics for armor and mitigation mechanics.
ð Formula Status
| Formula / Mechanic | Status |
|---|---|
| Auto Shot weapon, ammo, and RAP structure | Verified |
| Aimed Shot normalized RAP structure | Verified |
| Multi-Shot normalized RAP structure | Verified |
| Scatter Shot weapon structure | Verified |
Arcane Shot â 10% RAP |
Verified |
Serpent Sting â 15% RAP total |
Verified |
Serpent Sting â 3% RAP per tick |
Verified |
Immolation Trap â 10% AP total |
Verified |
Immolation Trap â 2% AP per tick |
Verified |
| Raptor Strike weapon structure | Verified |
| Mongoose Bite â weapon damage plus bonus | Verified |
Strider Kick â 100% melee weapon damage |
Verified |
| Sniper Shot formula | Unverified |
| Sniper Shot normalization | Unverified |
| Summon Hawk initial-hit formula | Unverified |
| Summon Hawk repeated-attack formula | Unverified |
| Volley AP coefficient | Unverified |
| Explosive Trap AP coefficient | Unverified |
| Damage modifier stacking | Assumed multiplicative â verify |
| Critical-damage stacking | Assumed additive â verify |
See Hunter Testing Methodology for how these formulas are tested and verified in game.