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Old March 31st, 2010, 01:08 PM

13lackGu4rd 13lackGu4rd is offline
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Default Re: combat mechanics

Quote:
Originally Posted by Ragnarok-X View Post
Can someone explain how combat actually works ?

I think i know this:

Attack skill and defense skill are weighted against other to calculate odds about hitting the target.
If you hit, the strength is added to the weapons damage and then the targets protection value is substracted to get the exact damage.
pretty much yes, just that you forgot about the die roll that happens everywhere in dom3. each side rolls a D6(standard) die, if either side gets a 6 it get a 2nd roll. this value is added to the other effects, for whatever action it was(attacking, spell casting, MR resist, etc).

Quote:
Where exactly does a weapons length come on on this?
How does a shield come in ? Is it included in the attack vs defense skill ? How does it aid missile defense (tower shield) ?
weapon length comes in the form of repel. if an attacker with a shorter weapon is trying to attack a defender with a long weapon, say a short sword vs a spear than the defender has a chance to repel the attack. the longer the weapon difference(click on the weapon in the unit's screen to see its length) the higher your repel chances.

shields add defense value, and have a parry rating. the parry rating is the shield's chance to block missiles(arrows, as well as some projectile spells). not exactly sure how this is calculated though, but generally missiles are not affected by the defense rating, not sure if its attack rating vs parry or something else...

Quote:
How does fatigue/encumbrance work ?
Trample ?

- thanks
fatigue shows how tired your unit is. the higher fatigue the bigger chance of the enemy to inflict a critical hit on the fatigued unit. also once a unit reaches 100+ fatigue it can't do any actions, it just sits there practically frozen in place. encumbrance is the amount of fatigue a unit loses each time it makes an action(attacking, spell casting, etc). in the case of mages, each spell also has an independent fatigue value, which is added to the caster's spell casting fatigue(encumbrance). reinvigoration items reduce fatigue, which is why it's very important for thugs, SCs and mages to have some reinvigoration items on them, and why the earth bless is so good(especially for mages).

trampling means that a unit runs over a group of smaller units, damaging them in the process. trampling isn't an attack per se, so weapon damage nor number of weapons/attacks are ignored, it's basically a strength hit. the larger the trampling creature(max is size6, elephants, niefel giants, etc) the more effective its trampling, and the more creatures it can trample(anything smaller, so a size6 can even trample over a size 4/5).
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