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combat_101 [2014/04/09 17:24]
josh
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. Also read the [[combat_morale]] section on how morale affects initiative rolls. 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.
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 //Special note on Fliers// - Some monsters fly. Attacking these monsters with a melee attack results in a 25% reduction on "​hitting"​ the monster. //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 a description based upon the weapon(blunt/​slicing/​etc.) when describing damage inflicted against the MAXIMUM hitpoints of a target. So if you deal 1 damage to something with 5 HP(20%), you may see your sword "​nicks"​ an opponent. However 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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 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_101.1397082258.txt.gz ยท Last modified: 2014/04/09 17:24 by josh
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