Game Guides Archive

Thread: Combat Mechanics

doozerFIG
Mon Oct 11, 2004 2:17 pm
#1


I've been playing for about 5 months now as a certified forumtroll, evident by my post count. I was wondering if anyone hadsome feedback on the game mechanics asI understand them, specifically the defense mods and damage calculations. Props to those veteran posters that I blatantly stole information from. Thanks in advance.



Melee/Ranged Defense are to-hit modifiers and determine when you are successfully hit by an opponent. The higher the number, the less likely you are to be hit. The best guess is a 0.5% decrease in the chance to be hit. Melee/Ranged defense caps at 125 but can be increased by +25 from attachments and clothing. I believe food can put this even higher.


Evasion mods (block/counterattack/dodge) are second-chance to-hit modifiers and come into the calculations after melee and ranged defense are looked at. Note that these mods are stackable but only in effect with their respective weapon. For example a master fencer/master pistoleer will have a higher dodge than a single mastery, but will never dodge with a sword equipped.


Center of Being increases the percentage of effectiveness of evasion mods and is weapon specific. You will evade an attack more often with Center of Being activated.


Defense Acuity is the to-hit modifier for Teras Kasi Artists. Since TK has no secondary evasion mod (block/counter/dodge) it is a generic evasion modifier and will not stack with block/counter/dodge.


Accuracy is the flip side of evasion modifiers. You will evade less often when your opponent's accuracy is high. Not sure what those numbers are at this time.

Melee/Ranged Mitigation reduces the range of damage produced by a weapon and affects maximum damage only.
Level 1 damage mitigation limits damage to 80% of the range (20% reduction)
Level 2 damage mitigation limits damage to 60% of the range (40% reduction)
Level 3 damage mitigaiton limits damage to 40% of the range (60% reduction)


For example if a ranged weapon with a damage stat of 100-300 fired upon someone with Ranged Mitigation 3, the resultant range of damage is 100-180 (200 range x 60% reduction = 80 range)


Toughness is a non stackable direct reduction of melee damage. For example if you have +40 two-handed melee toughness, then a +1000 attack will be reduced 40% to 600dmg. One-handed, unarmed, and polearm toughness do not stack and will only be in effect with their respective weapons.


So as I understand it, the order of combat calculations is
1. melee/ranged defense
2. block/dodge/counter/defense acuity
3. Mitigation
4. Toughness if melee attack
5. Armor


I havent figured out food in this order, but i would presume evasion type foods go before #1 and damage reduction foods go before #4.

Message Edited by doozerFIG on 10-11-2004 06:39 PM



????? The word greed becomes the word poor. good luck soe
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