Difference between revisions of "Temp"
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=Battle Engine Explained= | =Battle Engine Explained= | ||
+ | |||
+ | ==Definitions== | ||
+ | |||
+ | {|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)=Battle Engine Explained= | ||
==Definitions== | ==Definitions== | ||
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|Turn | |Turn | ||
|A turn may includes n (consecutive) attacks or none | |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 Attacks== | ||
+ | |||
+ | 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 levels. Stunned characters cannot attack. | ||
+ | |||
+ | 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 attack = f( Weapon Weight, War Encumbrance, Strength ) | ||
+ | Energy restored for each attack = 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=== | ||
+ | attacks or none | ||
|- | |- | ||
|} | |} |
Revision as of 08:22, 1 January 2014
Contents |
Battle Engine Explained
Definitions
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)=Battle Engine Explained=
Definitions
How it worksInitiativeInitiative (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 AttacksRange 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 levels. Stunned characters cannot attack. Consecutive attacks number = f( Weapon Length (Reach), Strength, Energy ) Energy consumptionEnergy is very important in battle; The energy consumed for each hit will depend on:
Energy depleted for each attack = f( Weapon Weight, War Encumbrance, Strength ) Energy restored for each attack = f( Constitution ) Hit and Miss ChanceLogic 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. DamageDamage complete formulaDealt damage depends from the following factors:
The Base DamageBase 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.
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 Table for useful data. Blunt DamageStunning an opponentCutting DamageBleed DamageThe Critical Hitattacks 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 Table for useful data.