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combat_101 [2014/02/13 16:28]
josh [Physical Damage]
combat_101 [2014/04/29 13:22] (current)
josh [Taking Initiative]
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 ====== Taking Initiative ====== ====== Taking Initiative ======
  
-Every seconds a player generates "​initiative roll". This is not reflected in combat due to how much text it would create so it is "​underneath the hood"​. ​+Every seconds a player generates "​initiative roll". This is not reflected in combat due to how much text it would create so it is "​underneath the hood"​. ​
  
-All initiative rolls are 1 to 400 plus the follower'​s speed value. When a member has an accumulative initiative value of 400+fatigue modifier, they get an action. Each speed point increases a follower'​s speed by about 0.25% over the base amount. It is possible to get a large amount of actions over opponents with higher speeds.+All initiative rolls are 1 to 400 plus the follower'​s speed value. When a member has an accumulative initiative value of 400+fatigue modifier, they get an action. Each speed point increases a follower'​s speed by about 0.25% over the base amount. It is possible to get a large amount of actions over opponents with higher speeds. Also read the [[combat_morale]] section on how morale affects initiative rolls.
  
 ===== Fatigue ===== ===== Fatigue =====
  
-Fatigue is a factor that determines how fast monsters and followers take their action in combat. When a combat first starts, everyone has equal fatigue but as actions are taken, fatigue rises by 10(slowing actions about 2.5% per turn).+Fatigue is a factor that determines how fast monsters and followers take their action in combat. When a combat first starts, everyone has equal fatigue but as actions are taken, fatigue rises by 10(slowing actions about 2.5% per turn). Spellcasting is especially draining causing an extra +10 fatigue anytime the caster casts a spell.
  
 Fatigue has 5 stages -  Fatigue has 5 stages - 
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 Normal Normal
  
-Warming Up - -2 Defense Rolls+Warming Up - -2 Defense Rolls on Armor Deflection Checks, Actions about 150% slower
  
-Winded - -4 Defense Rolls+Winded - -4 Defense Rolls on Armor Deflection Checks, Actions about 200% slower
  
-Tired - -6 Defense Rolls+Tired - -6 Defense Rolls on Armor Deflection Checks, Actions about 250% slower
  
-Exhausted - -8 Defense Rolls+Exhausted - -8 Defense Rolls on Armor Deflection Checks, Actions about 300% slower
  
 ====== Targeting ====== ====== Targeting ======
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 Defending is a highly useful strategy that is desired for tanks to defend fragile units such as mages whom have a higher DPS but lower armor statistic. By defending a target, 75% of attacks directed towards that unit are forwarded to the defender instead. Combining an avoidance strategy with an aggressive defending unit is a great way to protect your mages until your front line falls. When multiple units are defending a single unit, threat is also used to order the targets used. Defending is a highly useful strategy that is desired for tanks to defend fragile units such as mages whom have a higher DPS but lower armor statistic. By defending a target, 75% of attacks directed towards that unit are forwarded to the defender instead. Combining an avoidance strategy with an aggressive defending unit is a great way to protect your mages until your front line falls. When multiple units are defending a single unit, threat is also used to order the targets used.
 +
 +====== Levels and Base Modifiers ======
 +
 +Each level of a member increases damage dice and "​attack checks"​ by 1. These, unlike skill checks, are automatically the maximum modifier. So a level 1 Squire with a basic donation box short sword would deal 1-7 damage instead of 1-6. 
 +
 ====== Dealing Damage ====== ====== Dealing Damage ======
 +
 +<WRAP center round important 60%>
 +As of 4/9/2014 - All dice have a MINIMUM that may be higher than 1. This applies to followers AND monsters. For followers it has to do with the follower'​s CLASS. For monster'​s this has to do with monster LEVEL and ATTACK type. 
 +</​WRAP>​
 +
  
 ===== Magical Damage ===== ===== Magical Damage =====
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 First there is an automatic dodge check. This is a check rolled 1,1000 compared to the defender'​s dodge statistic. Each "​dodge"​ basically grants an additional 0.1% dodge change for that target. If the attack is dodged, it is an automatic miss and no further checks are taken. First there is an automatic dodge check. This is a check rolled 1,1000 compared to the defender'​s dodge statistic. Each "​dodge"​ basically grants an additional 0.1% dodge change for that target. If the attack is dodged, it is an automatic miss and no further checks are taken.
  
-Secondly, there is the armor deflection check. This is a roll of 10+attacker'​s weapon skill vs (10+defender'​s armor value)-fatigue modifier). If the attacker'​s roll is EQUAL or HIGHER than the defender'​s roll - the attack is considered a "​hit"​.+Secondly, there is the armor deflection check. This is a roll of 10+attacker'​s weapon skill vs (10+defender'​s armor value)-fatigue modifier). If the attacker'​s roll is EQUAL or HIGHER than the defender'​s roll - the attack is considered a "​hit" ​if not, it is a MISS with no damage. RANGED WEAPONS SKIP THIS CHECK. They are similar to a spell except physical damage and go straight to absorption rolls if the automatic dodge check fails.
  
-Now we process the damage by checking for a CRITICAL HIT. This is, like dodge, a 1 to 1000 roll compared to the attacker'​s critical skill. This is about .1% chance per critical point. If a critical hit is made, damage dice are doubled.+**SPECIAL NOTE on Melee vs Spellbook OR Ranged Weapon** "​Deflection Checks"​ - Followers equipped with a spellbook or ranged weapon have a 50% defensive penalty when defending against melee attacks for purposes of the "armor deflection"​ check. The defending caster or archer will still receive the full armor absorption. This makes it even more important for spellcasters and archers to be in avoidance and behind aggressive or defending units. This penalty also applies to monsters who use spells or ranged attacks. 
 + 
 +Now we process the damage by checking for a CRITICAL HIT. This is, like dodge, a 1 to 1000 roll compared to the attacker'​s critical skill. This is about .1% chance per critical point plus a base 5% critical chance. If a critical hit is made, damage dice are doubled.
  
 Now there is a damage roll of the attacker which is a 1 to (damage dice size) which is compared to an absorption roll of 0 to (armor value). The damage dice are reduced by the absorption roll at this point and cannot be subtracted below 1. Now there is a damage roll of the attacker which is a 1 to (damage dice size) which is compared to an absorption roll of 0 to (armor value). The damage dice are reduced by the absorption roll at this point and cannot be subtracted below 1.
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 Elemental Damage for some monsters and weapons also exist which add upon the damage dice size. These rolls are 0 to "​elemental damage"​ rolls and, like spells, compare vs the defender'​s base magic resistance/​2+elemental defense. Each of these checks are added upon the final damage total. Elemental Damage for some monsters and weapons also exist which add upon the damage dice size. These rolls are 0 to "​elemental damage"​ rolls and, like spells, compare vs the defender'​s base magic resistance/​2+elemental defense. Each of these checks are added upon the final damage total.
  
-//Special note on Fliers// - Some monsters fly. Attacking these monsters with a melee attack results in a 25% reduction on "​hitting"​ the monster ​while attacking with ranged ​weapon ​results in 25% bonus to "hitting" ​the monsterSpellcasting has no modifiers ​to this. You can distinguish fliers often by their pictures and text in combat such as when they die or, with detailed combat onthe "flying vs weapon modifier" ​tag.+//Special note on Fliers// - Some monsters fly. Attacking these monsters with a melee attack results in a 25% reduction on "​hitting"​ the monster
 + 
 +===== Damage Descriptions ===== 
 + 
 +Damage is given description based upon the weapon(blunt/​slicing/​etc.) when describing damage inflicted against the MAXIMUM hitpoints of target. So if you deal 1 damage ​to something with 5 HP(20%), you may see your sword "nicks" ​an opponentHowever if you deal 1 damage ​to something ​with 100 HP(1%)you will see "barely scratches". The damage messages are colorized from orange being least critical to a dark red being the highest.
  
 ===== Monster Elemental Families ===== ===== Monster Elemental Families =====
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 {{:​eleexample.jpg?​nolink |}} Elemental damage is ENHANCED or REDUCED by 75% from MAJOR family and 20% from MINOR family. So using "fire spells"​ against a MINOR fire monster would be reduced by 20% where against a MAJOR fire monster would be 75%. IF BOTH MAJOR and MINOR are set to fire, then it would be a whopping 95% damage reduction for fire. A major and minor monster of a specific element is both incredibly resistant but ALSO incredibly susceptible to spells of an opposing element that it may be weak to(use the table above.) So for a FIRE major/minor monster, it would receive 95% EXTRA damage against WATER spells or weapons. {{:​eleexample.jpg?​nolink |}} Elemental damage is ENHANCED or REDUCED by 75% from MAJOR family and 20% from MINOR family. So using "fire spells"​ against a MINOR fire monster would be reduced by 20% where against a MAJOR fire monster would be 75%. IF BOTH MAJOR and MINOR are set to fire, then it would be a whopping 95% damage reduction for fire. A major and minor monster of a specific element is both incredibly resistant but ALSO incredibly susceptible to spells of an opposing element that it may be weak to(use the table above.) So for a FIRE major/minor monster, it would receive 95% EXTRA damage against WATER spells or weapons.
  
 +ADDITIONALLY,​ the "​Stronger"​ element in any situation gains RESISTANCE against that element as if it was the same element family so a WATER monster also takes reduced damage FROM fire. THIS only applies to Water, Fire, Life, Earth and Lightning. LIGHT AND DARK are NOT strong resisting their counterpart.
 ====== Fleeing ====== ====== Fleeing ======
  
 Fleeing a fight is an important part of retaining action points. General good times to flee are when you lose your front line defending units or at the start of any combat you know you're outmatched. At a minimum, restoring a fallen member costs 2AP and this cost increases dramatically each condition past so its always a huge risk to lose more than you have to. EVERY loss prevented is a key strategy. Fleeing a fight is an important part of retaining action points. General good times to flee are when you lose your front line defending units or at the start of any combat you know you're outmatched. At a minimum, restoring a fallen member costs 2AP and this cost increases dramatically each condition past so its always a huge risk to lose more than you have to. EVERY loss prevented is a key strategy.
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combat_101.1392330513.txt.gz · Last modified: 2014/02/13 16:28 by josh
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