Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Next revision Both sides next revision
combat_101 [2014/02/25 16:49]
josh [Physical Damage]
combat_101 [2014/03/11 15:34]
josh
Line 5: Line 5:
 Every 6 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 6 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 =====
Line 55: Line 55:
 **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. **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. If a critical hit is made, damage dice are doubled.+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.
combat_101.txt ยท Last modified: 2014/04/29 13:22 by josh
CC Attribution-Share Alike 3.0 Unported
Driven by DokuWiki Recent changes RSS feed Valid CSS Valid XHTML 1.0