Combat Rules

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Combat Rule's

This section will detail all the information on how combat is figured.

Contents

Figure if an attack will succeed

You must first figure if an attack will hit it's intended target.

  • Attacker formula: Attack = Dexterity + (skill)
    • (skill) is dependent on attack being used.
      • Brawl for Unarmed Combat
      • Melee for Armed Hand-to-Hand Combat
      • Firearms for Armed Raged Combat
  • Defender Formula: Defend = Dexterity + Defense

Then the system will pick a random number between 1 and the total of the attack and defend score's.

  • Random number between 1 and Attack = hit score.
  • Random number between 1 and Defend = evade score.

Compare the hit score to the evade Score. If the attacker's score is higher than the defender's score, then the attack hit. If the defender's score is higher, then he managed to dodge the attack.


If the attack hit

If the attack hit it's target, then we have to figure damage dealt.

Attacker formula's

If the attack was unarmed, the following is used to figure damage:

If the attack was with a melee weapon, the following is used to figure damage:

If the attack was with a ranged weapon, the following is used to figure damage:

  • Damage = Weapon

Defender's Formula's

The defender must figure out how much damage he will be able to absorb (or soak) from the attack that just hit him. The formula for that is:

Soak = Stamina + Armor

Figure the Damage

You now have the attacker's damage, and the defender's soak. We will again use a random number between 1 and their respective totals to figure if damage has been dealt.

After having the random number generated, we get our final damage, and our final soak. We then subtract the final soak directly from the final damage. Any remaining damage is applied to the player's character. If the soak manage's to absorb all the damage, then he was hit and may have other effect's as a result, but have managed to avoid taking any damage.

Armor and Weapon Damage

During combat (and some other circumstances) your equipment will take damage. Equipment had a Durability rating to it. If the durability reaches 0, it then breaks and becomes useless until repaired.

Each time you are hit, whether the attack did damage to you or not, your armor will take damage. Each time you use a weapon, it will have a chance to take damage.

(Need to figure formula and represent it here)

An Example of the combat system at work.

We have Player A attacking Player B.

Player A has a Strength of 20, a Dexterity of 30, a melee weapon skill of 10, and is using a sword with a damage rating of 20.

Player B has a Dexterity of 40, a Stamina of 20, and a Defense skill of 20.


Player A figures his attack rating (Dex + Melee, 30 + 10 = 40). A random number between 1 and 40 will be generated.

Player B figures his chance to dodge (Dex + Defense, 40 + 20 = 60)

Lets say Player A got a 25 and Player B got a 40...The attack missed.

But lets say Player A got a 35 and Player B got a 10 instead...The attack hit.

Now that we have a hit, Player A must figure damage (STR + Weapon Damage, 20 + 20 = 40)

Player B will figure how much damage his own body and armor may take. He doesn't have armor now so it's just his stamina of 20.

Player A this time rolls only a 5 and Player B gets 10. He may get some side effects from any enchantments, but no immediate damage is dealt.

But lets say Player A instead got 35 and Player B still got his 10. Player A would deal 25 damage to Player B (35 - 10 = 25) and this would be taken from his health.

There are many factors that will contribute to this; armor, weapon enchantments, different spells active on the attacker/defender. But it illustrates a quick breakdown of combat.

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