Combat
Below will explain all of the combat sequences and the formulas that dictate the outcome with several examples
Sequences
Attack Sequence |
1) Determine Speed of Attack. |
2) Determine % Chance to Hit. |
3) Randomly determine base damage, within weapon's damage range. |
4a) Determine Tactics Modifier to Damage Dealt to base damage. |
4b) Add STR Bonuses to Damage Dealt to base damage. |
4c) Add Anatomy Bonuses to Damage Dealt to base damage. |
5) Double all Spell-damage against non-players. |
6) Check for magical defenses. (Reactive Armor, for example). |
7) Modify for Chance to Block an Attack with / Damage Absorbed by Shield. (Ignore if Defender is not wearing a shield). |
8) Determine Hit Location |
9) Modify for Damage Absorbed by Armor |
10) Halve all remaining damage. |
11) Apply final damage. |
Swing Speed
The values displayed below indicate the delay, in seconds, between strikes (swings of your weapon). The lower the number, the faster the rate of attack. If your stamina drops during battle, so will your attack speed. Values are rounded to the nearest tenth of second.
Speed of Attack (Second-Delay Between Strikes) | |||||
FORMULA: Attack Speed= 15,000 ÷ ( [Stamina +100] x Weapon Speed )
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Weapon Speed | Attacker's Stamina | ||||
5 | 25 | 50 | 75 | 100 | |
20 | 7.5 | 6.0 | 4.9 | 4.2 | 3.7 |
30 | 4.8 | 3.9 | 3.3 | 3.0 | 2.4 |
35 | 4.0 | 3.4 | 2.9 | 2.4 | 2.1 |
40 | 3.6 | 3.0 | 2.6 | 2.1 | 1.9 |
45 | 3.1 | 2.7 | 2.3 | 2.0 | 1.7 |
50 | 2.8 | 2.4 | 2.0 | 1.6 | 1.5 |
55 | 2.6 | 2.3 | 1.8 | 1.5 | 1.3 |
60 | 2.4 | 2.0 | 1.6 | 1.5 | 1.2 |
70 | 2.1 | 1.6 | 1.5 | 1.2 | 1.0 |
80 | 1.8 | 1.5 | 1.2 | 1.0 | 0.9 |
Hit Chance
Weapon Ability is equivalent to the Skill corresponding with the weapon wielded in combat.
% Chance to Hit | |||||
FORMULA: Hit Chance= ( Attacker's Weapon Ability + 50 ) ÷ ( [Defender's Weapon Ability + 50] x 2 )
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Attacker's Combat Ability | Defender's Combat Ability | ||||
5 | 25 | 50 | 75 | 100 | |
5 | 50% | 37% | 28% | 22% | 18% |
25 | 68% | 50% | 38% | 30% | 25% |
50 | 91% | 67% | 50% | 40% | 33% |
75 | 114% | 83% | 63% | 50% | 42% |
100 | 136% | 100% | 75% | 60% | 50% |
Damage Modifiers
Not all of the Base Damage will necessarily go through and strike an opponent. Actual % of the Base Damage that is dealt is determined by the table below. Anywhere from 50% to 150% of the Base Damage will go through, depending on the Tactics skill of the Attacker.
Tactics Modifiers to Damage Dealt | |
FORMULA: % of Base Damage that is Dealt= Tactics + 50
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Tactics | % of Base Damage Dealt |
10 | 60% |
20 | 70% |
30 | 80% |
40 | 90% |
50 | 100% |
60 | 110% |
70 | 120% |
80 | 130% |
90 | 140% |
100 | 150% |
STR Bonuses to Damage Dealt | |
FORMULA: STR % Bonus= STR ÷ 5
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STR | % Bonus to Damage |
10 | +2% |
20 | +4% |
30 | +6% |
40 | +8% |
50 | +10% |
60 | +12% |
70 | +14% |
80 | +16% |
90 | +18% |
100 | +20% |
Anatomy Bonuses to Damage Dealt | |
FORMULA: Anatomy % Bonus= Anatomy ÷ 5
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Anatomy | % Bonus to Damage |
10 | +2% |
20 | +4% |
30 | +6% |
40 | +8% |
50 | +10% |
60 | +12% |
70 | +14% |
80 | +16% |
90 | +18% |
100 | +20% |
Bonus damage from weapons will be added as a raw value at the end of this formula. The end result value is divided by 50% and sent to the @gethit combat trigger where damage absorption takes place.
Shield Absorption
Shields listed under 'Damage Absorbed by Shield' are of the non-magical variety (use the formula below to determine % chance for other shields).
Chance to Block an Attack with a Shield | |
FORMULA: % Chance of Blocking= Parrying Skill ÷ 2
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Parrying | % Chance of Blocking |
5 | 3% |
25 | 13% |
50 | 25% |
75 | 38% |
100 | 50% |
Damage Absorbed by Shield | ||
FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield
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Shield | Damage Absorbed (Melee) | Damage Absorbed (Archery) |
Buckler | 3.5 | 7 |
Chaos Shield | 16 | 32 |
Heater | 11.5 | 23 |
Kite (Metal) | 8 | 16 |
Kite (Wooden) | 6 | 12 |
Order Shield | 15 | 30 |
Round Bronze | 5 | 10 |
Round Metal | 5.5 | 11 |
Wooden Shield | 4 | 8 |
Armor Absorption
(Stacking different pieces of armor/clothing will not result in a cumulative effect-- in short, stacking does not work). Listed in order of percentage chance to Hit Location.
Determine Hit Location * | ||
Hit Location | % Chance | Armor/Clothing protecting this Location |
Body | 44% | Breastplates, Tunics, Dresses, Cloak, Shirts |
Arms | 14% | Arm Plates, Chainmail Tunic, Sleeves |
Head | 14% | Hats, Helmets |
Legs/Feet | 14% | Leg Plates, Leggings, Pants, Skirts, Thigh Boots |
Neck | 7% | Gorgets |
Hands | 7% | Gauntlets, Gloves |
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Damage Absorbed by Armor | |
FORMULA: Damage Absorbed= Random value between of 1/2 AR to full AR of Hit Location's piece of armor.
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AR | Damage Absorbed |
5 | 3-5 |
10 | 5-10 |
15 | 8-15 |
20 | 10-20 |
25 | 13-25 |
30 | 15-30 |