Notice something wrong, missing, or unsatisfactory? Feel free to fix it yourself, or contact Support

Difference between revisions of "Temp"

From Medieval Europe
Jump to: navigation, search
 
(22 intermediate revisions by 3 users not shown)
Line 1: Line 1:
=Battle Engine Explained=
+
=Pages in progress=
  
==Definitions==
+
* [[Instructions for Graphical Artists]]
 
+
* [[Chat Rules]]
{|class='hor-minimalist-a'
+
|-
+
!Match
+
!A complete fight between two characters. A match has n rounds.
+
|-
+
|Round
+
|A round includes two turns, one for the attacker and one for defender
+
|-
+
|Turn
+
|A turn may includes n (consecutive) attacks or none
+
|-
+
|}
+
 
+
==How it works==
+
 
+
==Initiative==
+
 
+
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.
+
 
+
  Initiative = f( Attacker Weapon Length, Defender Weapon Length )
+
 
+
==Consecutive Hits==
+
 
+
Range 1-3. Consecutive hits are Negatively affected by the attacking character’s weapon weight and weapon length, and
+
positively affected by the attacking character’s Strength and Energy.
+
 
+
  Consecutive attacks number = f( Weapon Length (Reach), Strength, Energy )
+
 
+
===Energy consumption===
+
 
+
Energy is very important in battle; The energy consumed for each hit will depend on:
+
 
+
* Weapon weight
+
* War encumbrance
+
* Strength
+
* Constitution
+
 
+
  Energy depleted for each hit = f( Weapon Weight, War Encumbrance, Strength )
+
  Energy restored for each hit = f( Constitution )
+
 
+
==Hit and Miss Chance==
+
 
+
Logic to hit or miss depends on the attacker and defender Dexterity.
+
 
+
  hit percentage = f( Attacker Dexterity, Defender Dexterity )
+
 
+
Note: If a character is stunned the attacker has a 100% chance to hit the opponent.
+
 
+
==Damage==
+
 
+
===Damage complete formula===
+
 
+
Dealt damage depends from the following factors:
+
 
+
* Weapon Damage
+
* Weapon Condition
+
* Strength
+
* Energy
+
* Defender AC
+
 
+
====The Base Damage====
+
 
+
  Base Damage = f ( Weapon Damage, Weapon Condition, Strength, Energy) + Strength / 6
+
 
+
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.
+
 
+
* With increasing Strength, Energy and Weapon Condition, the distribution is skewed more toward the maximum of the range.
+
* With decreasing Strength, Energy and Weapon Condition, the distribution is skewed more toward the minimum of the range.
+
 
+
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.
+
 
+
===Blunt Damage===
+
 
+
====Stunning an opponent====
+
 
+
===Cutting Damage===
+
 
+
====Bleed Damage====
+
 
+
===The Critical Hit===
+

Latest revision as of 16:18, 29 September 2015

[edit] Pages in progress

Personal tools