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From Medieval Europe
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==Consecutive Hits== | ==Consecutive Hits== | ||
− | Range 1-3. Negatively affected by the attacking character’s weapon weight and weapon length, and | + | 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. | positively affected by the attacking character’s Strength and Energy. | ||
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==Hit and Miss Chance== | ==Hit and Miss Chance== | ||
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+ | 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. | ||
==The Critical Hit== | ==The Critical Hit== |
Revision as of 10:33, 31 December 2013
Contents |
Battle Engine Explained
Definitions
Match | A complete fight between two characters. A match has n rounds. |
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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 hit first) will be computed at every turn and will depend on the reach attribute of each character’s weapon. If the weapons have the same reach, the initiative will be computed randomly.
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.