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

Editing Battle Engine

From Medieval Europe
Jump to: navigation, search

Warning: You are not logged in.

Your IP address will be recorded in this page's edit history.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 144: Line 144:
 
* Attacker has dex 10, defender has dex 18. Hit_Chance will be about 55%.  
 
* Attacker has dex 10, defender has dex 18. Hit_Chance will be about 55%.  
 
* Attacker has dex 1, defender has dex 18. Hit_Chance will be about 26%.  
 
* Attacker has dex 1, defender has dex 18. Hit_Chance will be about 26%.  
 
==Hit Logic==
 
 
It will be possible to hit  on following body parts:
 
 
''head, armor, legs, feet, left arm, right arm''
 
 
Only with a weapon of reach at least 4, it will be possible to hit the part ''feet''.
 
 
The armors will do not (as before) covers only the part where they are equipped but they extend also on other parts.
 
 
For example, before the plate armor was equipped on slot ''armor'' and its defense was effective only when the attacker was hitting the part “armor”. Now, the plate armor defense is effective also against hits on ''left arm'' and ''right arm''.
 
 
{|class='hor-minimalist-a'
 
|-
 
!Armor
 
!Equipped on
 
!Covers
 
|-
 
|Chainmail
 
|Torso
 
|Armor, Left Arm, Right Arm
 
|-
 
|Leather Armor
 
|Armor
 
|Armor
 
|-
 
|Plate Armor
 
|Armor
 
|Armor, Left Arm, Right Arm
 
|-
 
|}
 
 
 
<u>Example</u>
 
 
If the defender is wearing a chainmail (defense 4) under a Leather Armor (defense 2), and a hit goes on part Armor:
 
 
# The engine will recompute damage by applying the Leather Armor + chainmail defense (6)
 
# The engine will consume only the Leather Armor but by his defense (2)
 
 
If the Leather Armor eventually breaks the engine will consider only the Chainmail Defense and then consume the Chainmail. If the hit is landed on the left arm and the defender holds a shield, the damage will be absorbed by all the Shield.
 
  
 
==Damage Computation==
 
==Damage Computation==
Line 222: Line 180:
 
[[File:Battle Engine-2.png||alt=Base Damage is split in Blunt and Cutting Damage.]]
 
[[File:Battle Engine-2.png||alt=Base Damage is split in Blunt and Cutting Damage.]]
  
===Damage and Armor Consumption===
+
===Blunt Damage and Armor Consumption===
  
When the opponent is hit, damage is computed as follows:
+
Blunt damage is the damage inflicted by the inertia of a weapon impacting an opponent and it depends from the choosen weapon. Weapons with high blunt damage are meant to destroy and consume opponent armor.
  
First, weapon damage is split into bluntdamage and cutdamage accordingly to weapon bluntperc and cutperc values.
+
In addition, blunt damage brings a chance to stun an opponent, which causes the character to:be unable to attack or defend. The chance of stunning an opponent is proportional to the amount of blunt damage inflicted.
  
<u>Example</u>
+
Armor is consumed accordingly to the following formula:
Longsword damage = 15 -> Bluntdamage = 2, Cut Damage = 2
+
  
Second, equipped armor defense is evaluated.
+
If bluntdamage is >= than equipment defense:
  
===What is Blunt Damage?===
+
  bluntdamage = bluntdamage - equipment_defense
 +
  consumption = max(1, equipment_defense)/wearfactor
  
Blunt damage is the damage inflicted by the inertia of a weapon impacting an opponent and it depends from the choosen weapon. Weapons with high blunt damage are meant to destroy and consume opponent armor. In addition, blunt damage brings a chance to stun an opponent, which causes the character to:be unable to attack or defend. The chance of stunning an opponent is proportional to the amount of blunt damage inflicted.
+
If bluntdamage is < than equipment defense:
 
+
===What is Cut Damage?===
+
Cutting damage is the damage inflicted by the weapon slicing into flesh of an opponent. Cutting damage causes the initial damage but also bleed damage, which is inflicted each turn until the battle is terminated.
+
  
===Damage and Armor Consumption===
+
  bluntdamage = 0
 +
  consumption = bluntdamage
  
Damage inflicted is computed as per the following algorithm:
+
Wearfactor is always 1 except Punisher equipment.
  
   if (hit part is shield)
+
   Note: Shield absorb all the damage
      bluntdamageafterarmor = bluntdamagebeforearmor - equipment_defense * 0.4
+
      cutdamageafterarmor = 0 // shield absorb all cut damage
+
  else
+
      bluntdamageafteraror = bluntdamagebeforearmor - equipment_defense
+
      cutdamageafterarmor = cutdamagebeforearmor / ( 1 - (equipmentdefense * 3.5)/Armor penetration)
+
 
+
  bleed Damage = cuttingdamageafterarmor * 0.05
+
   
+
  if (bluntdamage > 0)
+
      Armor consumption = max( $bluntdamage - $hitpart_info['hitobjdefense'], $equipment_defense/4) * 1 / wearfactor;
+
  
 
<u>Example 1</u>
 
<u>Example 1</u>
  
Attacker hits with a longsword for a damage 10 and hits the shield with defense 2
+
''Attacker hits with a longsword for a damage 10 and hits the shield with defense 2''
  
BEFORE DEFENSE
+
'''BEFORE DEFENSE'''
  
 
Bluntdamage = 8.56, Cut Damage = 2.14, Total Damage = 10.7
 
Bluntdamage = 8.56, Cut Damage = 2.14, Total Damage = 10.7
  
AFTER DEFENSE
+
'''AFTER DEFENSE'''
  
Bluntdamage = 8.48, Cut Damage = 2.14, Total Damage = 8.48
+
Damage = 0, Shield wears off by 6.56% (bluntdamage - shield defense)
Shield Consumption = 8.56-2 = 6.56%
+
  
 
<u>Example 2</u>
 
<u>Example 2</u>
  
Attacker hits with a longsword for a damage 10.7 and hits the shield with defense 10
+
''Attacker hits with a longsword for a damage 10.7 and hits the shield with defense 10''
  
BEFORE DEFENSE
+
'''BEFORE DEFENSE'''
  
 
Bluntdamage = 8.57, Cut Damage = 2.16, Total Damage = 10.7
 
Bluntdamage = 8.57, Cut Damage = 2.16, Total Damage = 10.7
  
AFTER DEFENSE
+
'''AFTER DEFENSE'''
  
Bluntdamage = 0, Cut Damage = 0, Total Damage = 0
+
Damage = 0, Shield wears off by 10%
Damage = 0,
+
Shield Consumption = 10%
+
  
 
===Stun Effects===
 
===Stun Effects===
Line 345: Line 288:
  
 
Damage = 10, Longsword wears off by 0.25%
 
Damage = 10, Longsword wears off by 0.25%
==Wear Factor==
 
Weapons and Armor is consumed while fighting. Every Weapon and Armor has a Wear Factor that is used to correct the weapon consumption.
 
 
  Weapon/Armor Consumption = Consumption * Wear Factor
 
 
For example, if a weapon after a succesfull hit it should ne consumed by 0.01  and has a wear factor of 0.5, it will consumed by 0.005.
 
  
 
==The Critical Hit==
 
==The Critical Hit==

Please note that all contributions to Medieval Europe may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Medieval Europe:Copyrights for details). Do not submit copyrighted work without permission!

Cancel | Editing help (opens in new window)
Personal tools