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| [[Battle Engine WIP]] | | [[Battle Engine WIP]] |
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| [[New Wardrobe WIP]] | | [[New Wardrobe WIP]] |
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− | =Battle Engine Explained=
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− | ==Definitions==
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− | {|class='hor-minimalist-a'
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− | !Match
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− | !A complete fight between two characters. A match has n rounds.
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− | |-
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− | |Round
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− | |A round includes two turns, one for the attacker and one for defender
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− | |-
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− | |Turn
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− | |A turn may includes n (consecutive)=Battle Engine Explained=
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− | ==Definitions==
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− | {|class='hor-minimalist-a'
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− | |-
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− | !Match
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− | !A complete fight between two characters. A match has n rounds.
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− | |-
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− | |Round
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− | |A round includes two turns, one for the attacker and one for defender
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− | |-
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− | |Turn
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− | |A turn may includes n (consecutive) attacks or none
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− | |-
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− | |}
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− | ==How it works==
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− | ==Initiative==
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− | Initiative (who will attack first) will be computed at the start of every round and will depend on the reach attribute of each character’s weapon. A character using a weapon with a longer reach than his/her opponent will have better odds of gaining the initiative. If the weapons have the same reach, each character has a equal chance of gaining the initiative.
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− | Initiative = f( Attacker Weapon Length, Defender Weapon Length )
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− | ==Consecutive Attacks==
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− | Range 1-3. Consecutive hits are negatively affected by the attacking character’s weapon weight and weapon length, and
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− | positively affected by the attacking character’s strength and energy levels. Stunned characters cannot attack.
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− | Consecutive attacks number = f( Weapon Length (Reach), Strength, Energy )
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− | ===Energy consumption===
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− | Energy is very important in battle; The energy consumed for each hit will depend on:
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− | * Weapon weight
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− | * War encumbrance
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− | * Strength
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− | * Constitution
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− | Energy depleted for each attack = f( Weapon Weight, War Encumbrance, Strength )
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− | Energy restored for each attack = f( Constitution )
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− | ==Hit and Miss Chance==
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− | Logic to hit or miss depends on the attacker and defender Dexterity.
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− | hit percentage = f( Attacker Dexterity, Defender Dexterity )
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− | Note: If a character is stunned the attacker has a 100% chance to hit the opponent.
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− | ==Damage==
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− | ===Damage complete formula===
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− | Dealt damage depends from the following factors:
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− | * Weapon Damage
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− | * Weapon Condition
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− | * Strength
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− | * Energy
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− | * Defender AC
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− | ====The Base Damage====
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− | Base Damage = f ( Weapon Damage, Weapon Condition, Strength, Energy) + Strength / 6
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− | [[File:DamageSkewFigure.png|thumb|alt=Figure showing how the Normal curve of damages is skewed depending on Strength, Energy, and Weapon condistion.|]]
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− | The Base Damage is randomly selected within the range of damage values for the equipped weapon. With a Strength value of 10, an energy value of 50%, and a weapon condition of 50%, the damage will be randomly selected using a Normal (Gaussian) distribution centered on the mean of the weapon’s damage range. Thus, if the range is 1-7, a 4 will have the best odds of being rolled and a 1 and a 7 would have the worst odds of being rolled.
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− |
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− | * With increasing Strength, Energy and Weapon Condition, the distribution is skewed more toward the maximum of the range.
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− | * With decreasing Strength, Energy and Weapon Condition, the distribution is skewed more toward the minimum of the range.
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− | The Base Damage is then partitioned in Blunt Damage and Cutting Damage accordingly to the weapon Cutting Damage/Blunt Damage. For example if the Base Damage with a fauchard is 10, Blunt damage will be 5 and Cutting Damage 5. Check [[Weapons|Weapons Table]] for useful data.
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− | ===Blunt Damage===
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− | ====Stunning an opponent====
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− | ===Cutting Damage===
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− | ====Bleed Damage====
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− | ===The Critical Hit===
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− | attacks or none
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− | |-
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− | |}
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− |
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− | ==How it works==
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− |
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− | ==Initiative==
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− |
| |
− | Initiative (who will attack first) will be computed at the start of every round and will depend on the reach attribute of each character’s weapon. A character using a weapon with a longer reach than his/her opponent will have better odds of gaining the initiative. If the weapons have the same reach, each character has a equal chance of gaining the initiative.
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− | Initiative = f( Attacker Weapon Length, Defender Weapon Length )
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− |
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− | ==Consecutive Hits==
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− | Range 1-3. Consecutive hits are Negatively affected by the attacking character’s weapon weight and weapon length, and
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− | positively affected by the attacking character’s Strength and Energy.
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− |
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− | Consecutive attacks number = f( Weapon Length (Reach), Strength, Energy )
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− |
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− | ===Energy consumption===
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− |
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− | Energy is very important in battle; The energy consumed for each hit will depend on:
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− |
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− | * Weapon weight
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− | * War encumbrance
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− | * Strength
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− | * Constitution
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− | Energy depleted for each hit = f( Weapon Weight, War Encumbrance, Strength )
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− | Energy restored for each hit = f( Constitution )
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− |
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− | ==Hit and Miss Chance==
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− |
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− | Logic to hit or miss depends on the attacker and defender Dexterity.
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− |
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− | hit percentage = f( Attacker Dexterity, Defender Dexterity )
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− |
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− | Note: If a character is stunned the attacker has a 100% chance to hit the opponent.
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− |
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− | ==Damage==
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− |
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− | ===Damage complete formula===
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− |
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− | Dealt damage depends from the following factors:
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− | * Weapon Damage
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− | * Weapon Condition
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− | * Strength
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− | * Energy
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− | * Defender AC
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− |
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− | ====The Base Damage====
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− |
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− | Base Damage = f ( Weapon Damage, Weapon Condition, Strength, Energy) + Strength / 6
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− |
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− | The Base Damage is randomly selected within the range of damage values for the equipped weapon. With a Strength value of 10, an energy value of 50%, and a weapon condition of 50%, the damage will be randomly selected using a Normal (Gaussian) distribution centered on the mean of the weapon’s damage range. Thus, if the range is 1-7, a 4 will have the best odds of being rolled and a 1 and a 7 would have the worst odds of being rolled.
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− | * With increasing Strength, Energy and Weapon Condition, the distribution is skewed more toward the maximum of the range.
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− | * With decreasing Strength, Energy and Weapon Condition, the distribution is skewed more toward the minimum of the range.
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− |
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− | The Base Damage is then partitioned in Blunt Damage and Cutting Damage accordingly to the weapon Cutting Damage/Blunt Damage.For example if the Base Damage with a fauchard is 10, Bluntdamage will be 5 and Cutting Damage 5. Check [[Weapons|Weapons Table]] for useful data.
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− | ===Blunt Damage===
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− | ====Stunning an opponent====
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− | ===Cutting Damage===
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− | ====Bleed Damage====
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− | ===The Critical Hit===
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