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(Initiative)
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positively affected by the attacking character’s strength and energy levels.  Stunned characters cannot attack.
 
positively affected by the attacking character’s strength and energy levels.  Stunned characters cannot attack.
  
   Consecutive attacks number = f( Weapon Length (Reach), Strength, Energy )
+
   Consecutive attacks number = f( Weapon_Length (Reach), Strength, Energy )
  
 
===Energy consumption===
 
===Energy consumption===
  
Energy is very important in battle; The energy consumed for each hit will depend on:
+
Energy is very important in battle (for example you see in the previous formula that impacts the number of consecutive hits).
 +
The energy consumed for each hit will depend on:
  
* Weapon weight
+
* Weapon weight;
* War encumbrance
+
* War encumbrance;
* Strength
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* Strength;
* Constitution
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* Constitution;
  
   Energy depleted for each attack = f( Weapon Weight, War Encumbrance, Strength )
+
   Energy depleted for each attack = f( Weapon_Weight, War_Encumbrance, Strength )
 
   Energy restored for each attack = f( Constitution )
 
   Energy restored for each attack = f( Constitution )
 +
 +
===War Encumbrance===
 +
 +
War encumbrance is computed as follows:
 +
 +
  War Encumberance = (Equipped items weight)/Base_Transportable_Weight
 +
 +
where
 +
 +
  Base_transportable_weight =  100 - power(abs(  strength  - 20 ), 1.3) Kg
  
 
==Hit and Miss Chance==
 
==Hit and Miss Chance==
  
Logic to hit or miss depends on the attacker and defender Dexterity.
+
Logic to hit or miss depends on the ratio between Attacker and Defender Dexterities.
  
   hit percentage = f( Attacker Dexterity, 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.
 
Note: If a character is stunned the attacker has a 100% chance to hit the opponent.
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   Base Damage = f ( Weapon Damage, Weapon Condition, Strength, Energy) + Strength / 6
 
   Base Damage = f ( Weapon Damage, Weapon Condition, Strength, Energy) + Strength / 6
[[File:DamageSkewFigure.png|thumb|alt=Figure showing how the Normal curve of damages is skewed depending on Strength, Energy, and Weapon condistion.|]]
+
 
 +
[[File:DamageSkewFigure.png|400px|alt=Figure showing how the Normal curve of damages is skewed depending on Strength, Energy, and Weapon condition.|]]
 +
 
 
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 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.  
  

Revision as of 15:10, 4 November 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=

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 (for example you see in the previous formula that impacts the number of consecutive hits). 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 )

War Encumbrance

War encumbrance is computed as follows:

  War Encumberance = (Equipped items weight)/Base_Transportable_Weight

where

  Base_transportable_weight =  100 - power(abs(  strength  - 20 ), 1.3) Kg

Hit and Miss Chance

Logic to hit or miss depends on the ratio between Attacker and Defender Dexterities.

  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

Figure showing how the Normal curve of damages is skewed depending on Strength, Energy, and Weapon condition.

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, Blunt damage will be 5 and Cutting Damage 5. Check Weapons Table for useful data.

Blunt Damage

Stunning an opponent

Cutting Damage

Bleed Damage

The Critical Hit

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