Minimum Damage=[(STR+DEX-20)/4]*(100+skill_bonus)/100 + BootMinDam*[100+(STR*StrBonus/100)+skill_bonus+off_weaponED+Aura_bonus]/100
Maximum Damage=[(STR+DEX-20)/3]*(100+skill_bonus)/100 +BootMaxDam*[100+(STR*StrBonus/100)+skill_bonus+off_weaponED+Aura_bonus]/100
Any decimals are rounded down.
(STR+DEX-20)/4) and (STR+DEX-20)/3)
Self-explanatory: Just substitute STR and DEX for your current STR and DEX. Notes: For base kick damage, with no boots, STR and DEX have the same effect on Kick damage. DEX, however, also boosts AR and defense. Thus, in 1.09, DEX was the better choice for boosting your kick damage. This is no longer strictly true in 1.10, but the difference comes in a later part of the equation.
The skill_bonus spot is where the ED for DTalon, TS, DFlight, and some other skills such as might get placed (note: this does not include aura bonuses, such as the ED bonus on Might, or ED on equipment, which get added below). If more than one of these sources of ED are present, they get added together and placed into this slot. Remember to put this combined number in absolute terms (e.g.. 1440, not 1440%). Note: DTail's ED bonus is not figured into the equation in this place, it’s actually figured using the result of the kick damage equation (more below).
BootMinDam and BootMaxDam
These refer to the minimum and maximum damages of boots, respectively.
Name Min Dmg Max Dmg
Leather Boots 3 8
Heavy Boots 4 10
Chain Boots 6 12
Light Plated Boots 8 16
Greaves 10 20
Demonhide Boots 26 46
Sharkskin Boots 28 50
Mesh Boots 23 52
Battle Boots 37 64
War Boots 39 80
Scarabshell Boots 69 118
Boneweave Boots 69 118
Mirrored Boots 50 145
Myrmidon Greaves 83 149
Note: For the purposes of determining Kick damage, the mods on the pair of boots are irrelevant (+%defense and whether the pair of boots is ethereal also has no effect on Boot Damage). Only the boot type matters.
StrBonus is always 120, regardless of boot type. The skill_bonus slot is handled just as it was in the previous part of the equation. A few paragraphs back, it was noted that DEX is no longer the best choice for increasing Kick damage. Why? While DEX still gives AR and defense, but for pure damage with boots, STR gets figured into the equation twice (once for calculating base kick damage, and again when calculating boot damage) whereas DEX only gets figured into the first part of the equation (base kick damage only).
refers to +%enhanced damage that doesn't come from weapons (as long as the ED isn't on a weapon, it is added here. The one exception where non-weapon ED doesn't work with Kicks is the ED on +%ED/Max Damage jewels, regardless of ).
refers to +%enhanced damage that comes from auras like Might, Fanaticism and Concentration.
One last note on fitting in DTail's ED bonus into the equation:
DTail's ED bonus is special, as DTail's ED bonus is multiplied by the result of the above two equations (a property that allows it to get much higher damages than either DTalon or DF, given the same amount of listed Kick ED, per kick). Once you've calculated the results of the above two equations, substitute them into this equation to find the damage of the Fire Explosion attack:
Minimum Damage (the first number you calculated above) * (100+DTail ED bonus)/100 = Minimum Fire Explosion Damage
Maximum Damage (the second number you calculated above) * (100+DTail ED bonus)/100 = Maximum Fire Damage
Here are two examples for calculating Kick damage:
Example No. 1
An Assassin with 200 STR, 100 DEX, slvl 20 TS (charge three currently active, +1440% ED) and slvl 20 DTail(+240% ED), using Myrmidon Greaves, with an slvl 12 Might currently active(+150% ED) and +350% ED on armor:
[/code]Minimum Damage=[(200+100-20)/4]*(100+1440)/100 + 83*[100+(200*120/100)+1440+350+150]/100
=(280/4*1540/100) + 83 *(100+ 420+1440+350+150)/100
=(70*1540/100) + 83 *2460/100
=1078 + 2041.8
Maximum Damage=[(200+100-20)/3]*(100+1440)/100 +
=(280/3*1540/100) + 149 *(100+ 420+1440+350+150)/100
=93*1540/100 + 149 * 2460/100
=1432 + 3665
In game terms, these two numbers represent the amount of pure Physical damage you do to the monster you target DTail on. Note: If you're releasing DTail on a StoneSkinned or PI monster, reduce the damage of these two numbers accordingly(-80% for SS or -100% for PI), before calculating the Fire AoE damage, below. Incidentally, it's this property of DTail that makes it extremely weak against any type of Physical Resistant monster.
To calculate the damage of the Fire explosion, you multiply these two numbers by DTail's ED bonus:
Minimum Fire Damage=3119 * (100+240)/100 = 10604
Maximum Fire Damage=5097 * (100+240)/100 = 17329
In game terms, these numbers represent the amount of pure Fire damage done to all monster (including the monster you targeted DTail on) in a radius of 4 yards.
Example No. 2
An Assassin with 200 STR, 100 DEX, slvl 20 TS (charge three currently active, +1440% ED) and slvl 20 DTalon(+138% ED), using Myrmidon Greaves, with an slvl 12 Might currently active(+150% ED) and +350% ED on armor:
Minimum Damage=[(200+100-20)/4]*(100+1440+138)/100 + 83*[100+(200*120/100)+1440+138+350+150]/100
=(280/4*1678/100) + 83 *(100+ 420+1440+138+350+150)/100
=(70*1678/100) + 83 *2598/100
=1174 + 2156
Maximum Damage=[(200+100-20)/3]*(100+1440+138)/100 +
=(280/3*1678/100) + 149 *(100+ 420+1440+138+350+150)/100
=93*1648/100 + 149 *2598/100
=1532 + 3871
In game terms, this is the damage of the initial Kick of DTalon (you have to calculate the damages of DTalon's follow-up Kicks separately). However, the subsequent Kicks of DTalon do not gain TS's ED bonus, and hence the skill_bonus should be 138, not 1578, when calculating the damage of each subsequent Kick.