There can be some subtleties and special cases for each mechanic.
The idea is not to list them all, but to draw your attention to the fact that they exist, and to anticipate some questions in this separate page, without overloading the formulas page with convoluted details.
π₯ Fire > π§ Water > π Earth > πͺοΈ Air
π° This priority order is used to determine which hwo the elements take precedence over one another in some special cases where elements are equal - it is notably used for Light and Stasis element spells..
βοΈ Light element spells always use the value and element of your highest elemental mastery.
π° When several highest elemental masteries are equal to one another, the chromatic order will be used to decide which elemental mastery will be used.
π‘οΈ Light element spells hit on the elemental resistance corresponding to the element in which the spell inflicted its damage.
Example: if you use a Light spell, and your highest elemental masteries are Water and Air and they are equal, the Water mastery will be used, because it has priority over Earth and Air masteries in the chromatic order. Also, you will hit on the Water elemental resistance of your target.
π£ Stasis element spells always use the value and element of your highest elemental mastery.
π° When several highest elemental masteries are equal to one another, the chromatic order will be used to decide which elemental mastery will be used.
π‘οΈ Stasis element spells hit on the lowest elemental resistance of your target.
π° When several lowest elemental resistances are equal to one another, the chromatic order will be used to decide which elemental mastery will be used.
Example: if you use a Stasis spell, and your highest elemental masteries are Water and Air and they are equal, the Water mastery will be used, because it has priority over Earth and Air masteries in the chromatic order.
If the lowest elemental resistance of your target are Earth and Air and they are equal, your spell will hit on the Earth elemental resistance of your target, because Earth has priority over Air in the chromatic order.
To sum it up, you will use a Stasis spell, which will inflict damage based on the value of your Water mastery, but which will hit on the Earth elemental resistance of your target.
π₯ Thus, if all of the 4 elemental resistances of your target are equal, a Stasis spell will always deal Fire damage, because Fire has priority over all the other elements in the chromatic order.
Some spells may ignore the usual conditions required to take masteries (or other factors) into account, and either always take a given type of mastery, irrespective of the context, or take the highest of 2 mutually exclusive masteries (melee or distance for instance).
1οΈβ£βΆοΈ2οΈβ£ The type of masteries used may depend on the order in which a spell plays its effects. Let's say you have berserk mastery. You currently have 51% of your max HPs. You cast a spell which both makes you lose 10% of your HPs, and deals damage to your target. If the spell first deals damage to your target, THEN deals damage to yourself, your berserk mastery will not be taken into account. On the other hand, if the spell first deals damage to yourself, THEN deals damage to your target, you will have less than 50% of your HP at the time of the damage calculation, and so you will benefit from your berserk mastery.
π Regular % damage inflicted cannot go lower than -50%. Even if your character sheet shows a value inferior to -50%, for the calculations, this value will be brought up to -50%.
The Theory of Matter sublimation raises (lowers?) this cap to -100%.
βΉοΈ Some % DI sources (like Bubourg Power from the Bubourg family) can override this limit and even negate your conditional % DI.
πβπ‘οΈ If regular DI % are below -50%, they are first set to -50%, and only then, they are added to conditional DI %. For instance, if you have -70% regular DI and 5% DI in melee, and you hit in melee range, your -70% regular DI will first be brought up to -50, then your 5% DI in melee will be added. You will effectively have -45% DI in that case.
"% damage inflicted" and "% additional/extra damage" are two different terms that are not equivalent.
If it is written "% damage inflicted", the bonus is added to other sources of % damage inflicted that you may already have.
If it is written "% additional/extra damage", it may be a bonus separate from % damage inflicted, which will multiply the base value of the spell.
Please note that the difference between these terms is not strictly enforced in game, and oftentimes, when it is written "% additional damage", these actually are "% damage inflicted". Separate multipliers are exceedingly rare among spells that players can use, and mostly belong to classes which have not been reworked in a very long time.
It is nonetheless useful to understand the difference between these two types of boosts, the % DI being additive with each other while the separate multipliers are multiplicative.
Example: Iop's active spell "Increase" gives +20% damage inflicted to the caster. These % damage inflicted are added to % damage inflicted from other sources.
Iop's fire spell "Celestial Sword" deals +1% additional damage for each 4% of target's current HP. When the target has 100% of their HPs, it equates to 25% additional damage.
If you have precisely 0% damage inflicted, then a 1% increase in the spell base value is equal to 1% damage inflicted. Otherwise, these bonuses are no longer equivalent.
To show that they are 2 different things, let's take a lvl 200 Iop with 1000 masteries and 50% damage inflicted, and let's assume that 25% damage inflicted = 25% additional damage on the Celestial Sword spell base damage, then let's do the math and check if we find the same result.
At level 200, Celestial Sword has a base value of 54. As a reminder, on a target who has 100% of their HPs, Celestial Sword has its base damage increased by 25%.
Exceptionnally, for the sake of the example, we will not round down the spell base value.
Case 1: Celestial Sword is cast on a target who has 100% of their HPs.
(54 from spell base value Γ (1 + (1% for each 4% of the target's current HPs Γ 100% HPs))) Γ (1 + (1000 masteries / 100)) Γ (1 + (50% damage inflicted / 100))
= 54 Γ 1.25 Γ 11 Γ 1.5 = 1113 damage
Case 2: we assume that casting Celestial Sword on a target who has 100% of their HPs is like not increasing the spell base value, BUT instead increasing by 25 the Iop's % damage inflicted.
54 from spell base value Γ (1 + (1000 masteries / 100)) Γ (1 + ((50% damage inflicted + 25% damage inflicted) / 100))
= 54 Γ 11 Γ 1.75 = 1039 damage
We can see that a 25% increase in the spell base damage is not equal to a 25% damage inflicted increase.
βπ₯ Some spells cannot be critical hits.
βπ₯ When a spell is a critical hit, as a general rule, its base value is multiplied by 1.25. Also, if the spell applies a state, when it crits, it can apply 25% more state levels than when it does not crit (even though not all states are affected by this increase)
Roundings in Wakfu... What can I say...
The game always displays the values as integers in the spell card. Yet, the value displayed by the game is a rounding down of the "actual" value of the spell, which can be a decimal number.
For instance, a spell may have a base value of 6 damage at level 0, and gain 0.15 damage per level. Thus, at level 46, the spell will have an actual base value of 6 + (0.15 Γ 46) = 12.9.
Then,
π°β¬οΈ If the spell base value is not modified by any other factor (critical multiplier, % additional/extra damage/heal on the spell base value), then it is simply rounded down to the nearest integer.
βοΈπ₯β If the spell base value is modified by factors (critical multiplier, % additional/extra damage/heal on the spell base value), then the game takes the actual spell base value and multiplies it by these factors, and then the result is rounded down to the nearest integer.
Examples: a spell which has an actual base value of 12.9 will simply be rounded down to 12 base value if no other factor modifies its base value.
That same spell, as a critical hit, will have a base value of (12.9 Γ 1.25) = 16.125, rounded down to 16 (instead of 15, which would have been the result if the game had first rounded down the spell base value to 12, before multiplying it by 1.25).
On intermediate damage, heals and armors calculations
Intermediate calculations are not rounded.
At the very end of the calculations, the result can be a decimal number. In that case, the decimal part of the result is used as a percentage of chance to round the result up to the nearest integer.
For instance, if you should deal 1350.80 damage, you will have 80% chance to round the result up to 1351, and, logically, 20% chance to round the result down to 1350.
This behaviour explains why the spell results may vary by 1 point on spells cast in otherwise identical conditions. Armor spells do not seem to behave the same way, and always round their result down.
There are some other "fun" (no) things about roundings, but I'm too lazy to elaborate right now. Just, according to Sartre, "Hell is other people". Evidently, he did not know roundings in Wakfu.
As a general rule, characteristics which are gathered inside a common, unified name are additive, even if they come from different sources.
For instance, all the % damage inflicted are additive (and not multiplicative), no matter where they come from.
Characteristics that do not really have a "dedicated characteristic" are multiplicative if they come from different sources. Such is the case for % damage received.
For instance, let's say that you have -10% damage received from source A, and -30% damage received from source B.
Your effective damage received reduction % will be: (1 - ((1 - (10 / 100)) Γ (1 - (30 / 100)))) = (1 - (0.9 Γ 0.7)) = 37%. In short, in that case, you will have -37% damage received (and not -40%), because these characteristics are multiplicative instead of additive.
If you want to cast several AP / MP removals on the same target within a turn, the order in which you cast these removals does not change the average amount of AP/MP removed. But it may change the possible removal ranges and their probability distribution.
Example: you are wondering whether you should better:
Case 1: cast a -4 MP spell, then a -3 MP spell
Case 2: cast a -3 MP spell, then a -4 MP spell
Initially, the caster of the spells has 60 Force of Will, and the target, 20 Force of Will.
In case 1, the calculator shows you that you have 52% chance to remove a total of 5 MPs, 44% chance to remove a total of 4 MPs, and 4% chance to remove a total of 3 MPs. It equates to an average removal of ((5 Γ 0.52) + (4 Γ 0.44) + (3 Γ 0.04)) = 4.48 MPs.
In case 2, the calculator shows you that you have 2% chance to remove a total of 6 MPs, 44% chance to remove a total of 5 MPs and 54% chance to remove a total of 4 MPs. It equates to an average removal of ((6 Γ 0.02) + (5 Γ 0.44) + (4 Γ 0.54)) = 4.48 MPs.
In both cases, the average total removal values are equal, but the probability distribution differs - and so do the possible total removal values.
Between level 1 and 49, maximal losses due to Lock/Dodge are limited to 2 MP and 2 AP
Between level 50 and 99, maximal losses due to Lock/Dodge are limited to 3 MP and 3 AP
From level 100 on, the usual limit of 4 MP and 4 AP is in use.
Summons and mechanisms would need a dedicated page, because it is a complex topic, each summon follows different rules, inheriting some characteristics from their summoner (up to some % in some cases), while not inheriting other characteristics. I will not deal with it.
Just note that damage from summons are not considered "indirect damage from their summoner".