Combat |
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Click Here for Combat Skill Descriptions and Tables OverviewCombat on our shard is totally scripted. It is no longer part of the PoL code. This means that combat is much more customizable and can be tweaked without restarting the server. How Armor WorksYour AR is now "overall" as opposed to location based like in the core. This means that you can wear whatever kind of armor you want without having to make sure that every body part is covered. Your AR acts as a percentage that physical damage is reduced by when you are it. For example, say you are a young knight with an AR of 20, and you get struck by an angry giant rat that would normally do 10 damage. Since you have an AR of 20, the 10 damage is reduced by 20%. 20% of 10 is 2, so the damage you actually lose will be 8. What is Base Damage?Base damage is the range of damage that a weapon or NPC has set for it. Base damages are specified as "virtual dice rolls". For example, a Lizardman may have a 3d6+2 specified as his base damage. This means virtually roll 3 six-sided dice add up the result and then add 2 to that total. All base damages for weapons and mobs are specified like this. In the example above, the range of damage would be randomly determined to be a value between 5 ( 3 dice rolls of one, plus 2 ) and 20 ( 3 dice rolls of 6, plus 2 ). What is my Chance to Hit?In the current scripted combat system, you will hit your opponent much more often. At the same time however, your opponent will be hitting you more often too. Your chance of landing some kind of blow is determined by the following formula: chance to hit = (attacker weapon skill - defender weapon skill + 80)% If you pass the chance to hit test, the next thing that is determined is the amount of damage done by your hit. There are several degrees of damage you can do: You can nick your opponent with a glancing hit, connect with a good hit, or really stick it to them with a critical hit.
First the system checks to see whether or not you landed a 'good hit'. The formula for this is: chance for good hit = (attacker's tactics - defender's tactics + 50)% If you fail the check for a good hit, your attack is only a glancing hit. If you pass this check, you have an (anatomy divided by 10)% chance of landing a 'critical hit', and doing 125% of your base damage. Evading AttacksEvade ability for the various classes is as follows: mage/druid/necromancer 3% knight/paladin/ranger 5% fighter 8% assassin 15% . When you evade, you take no damage from the blow. The evade check is made after what ever is attacking you has successfully passed their to-hit check. A bonus for dexterity is also included. Currently, you receive a dexterity / 30% bonus to your base chance to evade. NPC's also get a base 5% chance to evade your attacks. ParryingThe base chance for parrying and the effect of parry are both different. First off for you to be able to parry a blow, the blow must come from in front of you. The attacker must be within your forward 180-degreee arc. Once it is determined the attack is within this arc, your chance to parry is determined as follows: chance to parry = defender's parrying skill - attacker's weapon skill + 30 When a blow is determined to be parried, the blow is completely deflected. You take no damage from the attack. |
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