![]() ![]() If the attack has piercing, subtract it from the effective armor or warding, minimum 0.If the defender has walling, add 1 to the effective armor or warding.If the attack is physical, take the target's armor, or if it's magical take the target's Warding.Determine the total attack damage, with bonus damage, spell damage and potency, and any additions from abilities or special effects.Otherwise, Dodge or Block is selected, weighted by the target's defense ratings. Cover is the first line of defense-if the hit strength is less than the cover value, the shot hits and does damage to the cover. If the attack fails, the system will randomly determine whether the target Dodged, Blocked, or Took Cover. Technically, interpolate hit chance on this table: Then it increases by +0.5% per point of hit strength until hit chance reaches 100% at hit strength +40. Above that, the hit chance increases by +1% per point of hit strength until it reaches 85% at hit strength +10. If the result is -75 or below, the attack cannot hit. Subtract Defense Strength from Attack Strength to get hit strength. They would have to be diagonally adjacent to it with an attacker on the far diagonal. Wildermyth potency full#If the target occupies multiple tiles, this calculation is carried out for each tile, and the attacker picks the most exposed (lowest cover) target tile.įor example, this means that a defender can very rarely get full cover value from a single-tile cover object. The attacker picks their best firing position. For each line that passes through any part of the cover tile, the target gets 20% of the potential cover value. Specifically, for each firing position and each target point described above for line of sight, the game tests the five lines from the firing position to all target points. Attackers also automatically "lean" a small amount in whichever direction maximizes the target's exposure. However, the cover's value is reduced if part of the target's body is exposed. Partial cover is worth up to +30 Defense Strength, while Good cover is worth up to +60. Solid walls, door frames and such also give Good Cover even though they do not say so. (The only difference between Block and Dodge is flavor.)Ī defender must be standing adjacent to cover to benefit from it. Just add Dodge to the target's Defense Strength. (The only difference between Block and Dodge is flavor.)ĭodge is straightforward. Just add Block to the target's Defense Strength. The target's Block, Dodge, and Cover are added together to give Defense Strength.īlock is straightforward. For basic attacks, simply pick one of Melee Accuracy or Range Accuracy.Īlso called "Defense Roll" in some places. If there is any unobstructed line from a firing position to a target point, the attacker has line of sight on the target.Īlso called "Attack Roll" in some places.For each firing position, the game checks five lines to the target (or to each of the target's tiles, if it is large): from the firing position to the center of the tile and to positions offset by 0.49 to the north, south, east, and west.The attacker considers five possible firing positions: the center of their current tile and positions offset by 0.7 to the north, south, east and west.Crevasses in the map do not block line of sight.Īttackers can "lean" to see around obstacles in some cases. For some attacks such as Discus, Cover objects also block line of sight. ![]() Ranged attacks require line of sight, which is blocked by other enemies and by solid walls.
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