Combat

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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 )

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 )

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

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

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

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

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

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
  • Percentage chance to Hit Locations may vary depending on the type of creature attacking (e.g., a rat would be more likely to hit the Legs/Feet area).



Damage Absorbed by Armor

FORMULA: Damage Absorbed= Random value between of 1/2 AR to full AR of Hit Location's piece of armor.

AR Damage Absorbed
5 3-5
10 5-10
15 8-15
20 10-20
25 13-25
30 15-30