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[[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===
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===Blunt Damage and Armor Consumption===
  
When the opponent is hit, damage is computed as follows:
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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.
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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>
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Damage and armor consumption are as follow:
Longsword damage = 15 -> Bluntdamage = 2, Cut Damage = 2
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Second, equipped armor defense is evaluated.
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If bluntdamage is >= than equipment defense:
  
===What is Blunt Damage?===
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  if (hit part is shield)
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      bluntdamage = bluntdamage - equipment_defense * 0.4
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      cutdamage = 0 // shield absorb all cut damage
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  else
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      bluntdamage = bluntdamage - equipment_defense
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      cutdamage = (cutdamage) -- see formula below.
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  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.
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If bluntdamage is < than equipment defense:
  
===What is Cut Damage?===
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  bluntdamage = 0
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.
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  consumption = bluntdamage
  
===Damage and Armor Consumption===
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Wearfactor is always 1 except Special Sets.
 
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Damage inflicted is computed as per the following algorithm:
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  if (hit part is shield)
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      bluntdamageafterarmor = bluntdamagebeforearmor - equipment_defense * 0.4
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      cutdamageafterarmor = 0 // shield absorb all cut damage
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  else
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      bluntdamageafteraror = bluntdamagebeforearmor - equipment_defense
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      cutdamageafterarmor = cutdamagebeforearmor / ( 1 - (equipmentdefense * 3.5)/Armor penetration)
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  bleed Damage = cuttingdamageafterarmor * 0.05
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  if (bluntdamage > 0)
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      Armor consumption = max( $bluntdamage - $hitpart_info['hitobjdefense'], $equipment_defense/4) * 1 / wearfactor;
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<u>Example 1</u>
 
<u>Example 1</u>
  
Attacker hits with a longsword for a damage 10 and hits the shield with defense 2
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''Attacker hits with a longsword for a damage 10 and hits the shield with defense 2''
  
BEFORE DEFENSE
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'''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
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'''AFTER DEFENSE'''
  
Bluntdamage = 8.48, Cut Damage = 2.14, Total Damage = 8.48
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Bluntdamage = 8.48, Cut Damage = 2.140, Total Damage = 8.48
Shield Consumption = 8.56-2 = 6.56%
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Damage = 8.48, Shield wears off by 6.56% (bluntdamage - shield defense)
  
 
<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
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''Attacker hits with a longsword for a damage 10.7 and hits the shield with defense 10''
  
BEFORE DEFENSE
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'''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
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'''AFTER DEFENSE'''
  
 
Bluntdamage = 0, Cut Damage = 0, Total Damage = 0
 
Bluntdamage = 0, Cut Damage = 0, Total Damage = 0
Damage = 0,  
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Shield Consumption = 10%
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Damage = 0, Shield wears off by 2.5%
  
 
===Stun Effects===
 
===Stun Effects===

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