Difference between revisions of "Combat"

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Combat comprises several skills in this game. Attack(str/dex), Defense(all), Ranged(str/dex), Magic(int/cha/wis), and Prayer(wis)
Combat comprises several skills in this game. Attack(str/dex), Defense(con for hp, str for blocking, dex for avoiding, int/cha/wis for overcoming cognitive impairment), Ranged(str/dex), Magic(int/cha/wis), and Prayer(wis)


the first thing to be determined in combat is if you can hit/if you are hit. Your hit chance is rolled against the enemies defense with a 5% buffer for hitting an incredibly evasive enemy or 5% for missing a stationary enemy, alternatively, 5% for an exceptionally accurate enemy missing you or a blind enemy hitting you.
the first thing to be determined in combat is if you can hit/if you are hit. Your hit chance is rolled against the enemies defense with a 5% buffer for hitting an incredibly evasive enemy or 5% for missing a stationary enemy, alternatively, 5% for an exceptionally accurate enemy missing you or a blind enemy hitting you.
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Physical Defense = parry chance + dodge chance + block chance
Physical Defense = parry chance + dodge chance + block chance


Magical Defense = ???
Magical Defense = resist and dex based avoidance rolls





Latest revision as of 01:58, 2 July 2023

Combat comprises several skills in this game. Attack(str/dex), Defense(con for hp, str for blocking, dex for avoiding, int/cha/wis for overcoming cognitive impairment), Ranged(str/dex), Magic(int/cha/wis), and Prayer(wis)

the first thing to be determined in combat is if you can hit/if you are hit. Your hit chance is rolled against the enemies defense with a 5% buffer for hitting an incredibly evasive enemy or 5% for missing a stationary enemy, alternatively, 5% for an exceptionally accurate enemy missing you or a blind enemy hitting you.

Melee/ranged hit chance = Weapon hit + dex/weapon modifier + str/weapon modifier

Spell hit chance = Spell level/rank + int/spell modifier + wis/spell modifier + cha/spell modifier

Physical Defense = parry chance + dodge chance + block chance

Magical Defense = resist and dex based avoidance rolls


the damage you deal and take takes a lot of factors into consideration but most simply, attacks that hit are modified either flatly or by percentages


Let's say you're fighting a goblin brigand who has 100 armor. The first 100 points of damage you deal are absorbed by their armor unless you critically hit in which case you would ignore all of their armor.

Now let's say you are fighting a red dragon who has 1200 armor and 300 fire resistance. if you