Mechanics & Systemssource backed11 minute read

Combat Damage Pipeline

A source-level walkthrough of how an Open Tibia hit moves from eligibility and base damage through defense, armor, resistance, PvP reduction, critical damage, and final health loss.

Reference profileTFS 1.6 targeted-combat reference
Reviewed
Evidence5 primary references

At a glance

Quick facts

Reference profile
The Forgotten Server 1.6, targeted health combat
Primary stages
Eligibility, base roll, blocking, resistance, PvP scaling, critical, health change
Most common OT override
Lua spell formulas, vocation multipliers, custom critical systems, and PvP scaling
Universal across servers
No. Confirm the engine tag, data pack, and local scripts.

Read the profile before the formula

Open Tibia does not have one universal combat equation. The engine establishes an execution pipeline, while XML, Lua, configuration, and fork-specific C++ determine the numbers fed into it. This article documents the targeted health-combat path in The Forgotten Server 1.6. It is a reproducible baseline for server comparison, not a claim that every 7.4, 8.6, 10.98, or current-protocol server behaves identically.

The targeted-hit pipeline

  1. 01

    Combat eligibility

    The engine checks world type, protection level, tile zone, target state, aggression rules, and whether the action is allowed. A rejected action never reaches the damage roll.

  2. 02

    Base damage

    A weapon, rune, instant spell, condition, monster attack, or script produces primary and optional secondary damage components. Their formulas may depend on level, skill, magic level, attack value, or explicit min/max values.

  3. 03

    Shield and armor checks

    When the combat parameters request them, defense is rolled first and armor is rolled after it. A defense roll that reduces damage to zero prevents the armor roll for that hit.

  4. 04

    Immunity and resistance

    Immunity can cancel the component. Monster element percentages or equipped-item absorption then modify surviving damage according to the target implementation.

  5. 05

    Player-versus-player scaling

    In the TFS 1.6 targeted path, damage against another player is halved unless the target has a black skull. This occurs before the standard targeted critical-hit bonus.

  6. 06

    Critical-hit evaluation

    Eligible direct damage can receive an additive percentage bonus when the attacker passes the configured critical chance roll.

  7. 07

    Final resource change

    The resulting signed value is applied to health or mana, followed by death, leech, messages, visual effects, conditions, and event callbacks as applicable.

Conceptual pipeline
D_final = HealthChange(Critical(PvP(Resistance(Armor(Defense(D_base))))))
  • D_base is the damage produced by the weapon, spell, rune, condition, or scripted attack.
  • Each function may be disabled by combat parameters or replaced by custom scripts.
  • Rounding is stage-specific; delaying rounding until the end can produce a different result.

Worked example without hidden rounding

Assume an eligible direct physical hit begins at 420 damage. The target rolls 70 defense reduction, then 18 armor reduction. A single equipped item absorbs 10% physical damage. The target is another normal player, and the attacker has a 10% critical chance with 50% extra critical damage. If the critical roll succeeds, the reference calculation proceeds as follows.

Illustrative targeted hit
StageOperationResult
Base damageGiven420
Defense420 - 70350
Armor350 - 18332
10% resistance332 - ceil(332 x 0.10)298
PvP reductioninteger division by 2149
Successful +50% critical149 + round(149 x 0.50)224

How to audit a real server

  • Identify the engine family, exact tag or commit, protocol distribution, and data pack.
  • Read weapon and spell definitions for level, skill, magic-level, and min/max coefficients.
  • Inspect vocation damage, defense, and armor multipliers.
  • Check world type, protection level, PvP damage reduction, frag timers, and custom combat callbacks.
  • Record all equipment absorption, imbuement, critical, leech, reflection, and charge behavior.
  • Run controlled hits against fixed armor and resistance, retaining raw server logs instead of relying on floating client text alone.

A trustworthy server page should publish the resulting ruleset profile and the date it was verified. Marketing labels such as real map, old school, or global do not establish mechanical parity.

Apply the guide

Find servers using this profile

Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

real maplow rate8.67.4custom combat