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  #1  
Old May 15th, 2008, 09:43 PM

Coldshard Coldshard is offline
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Default Armor negating and penetrating?

Probably a silly question, but I havent had much luck in looking through the boards or the manual to get a definitive answer..

What exactly is negated and penetrated by these types of attacks? There are various levels of protection, defense, block, parry, and whatever else..

For penetrating whatever is affected by the above is instead only halved. Do fractions get rounded up or down for this check?
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Old May 15th, 2008, 09:49 PM

Wick Wick is offline
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Default Re: Armor negating and penetrating?

damage = 2d6oe + weapon + strength - 2d6oe - (protection * X)
X = 1 normally, 1/2 if AP, 0 in AN.
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Old May 15th, 2008, 11:08 PM

Carkaton Carkaton is offline
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Default Re: Armor negating and penetrating?

are magical attacks calculated the same way? with the magic being weapon and no strength added of course.
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Old May 15th, 2008, 11:33 PM

MaxWilson MaxWilson is offline
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Default Re: Armor negating and penetrating?

Almost. With magical attacks resistances come into play. I believe it's

damage = R*(2d6oe + magical base damage) - 2d6oe - (protection * X)

X = 1, 1/2 if AP, 0 if AN
R = 1, 0.5 if 50% resistant, 2 if 100% vulnerable, etc.

I'm not entirely positive about this (R may not apply to the 2d6oe term), and you can check it in the debug log if you want. Anyway, this means that 50% resistance will probably cut your damage by more than 50%.

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Old May 15th, 2008, 11:34 PM
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Endoperez Endoperez is offline
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Default Re: Armor negating and penetrating?

2d6oe: 2 six-sided dice (numbered from 1 to 6) are rolled, and every 6 is rerolled. oe means open-endedness, or rerolling. The rerolled dice are actually numbered 0 to 5 to avoid every roll with a six always being at least seven.

Page 5 of your manual has comparison chart that can be used for this, as well as many other things. The adjustment in this case would be (weapon damage + strength) - (protection * x).

Shields:
Shields have their own parry value. If a hit is scored against a unit that would have missed if not for a shield, the shield's protection value is added to the unit's normal protection. So, unit with def 8 and parry 5 shield has defence 13. Unit with attack 10 will probably beat his shieldess defence (8) but not his parry-boosted defence (13), so his protection total has about 15 added to it, depending on the shield.
Shields have a chance of negating missile fire. This feature isn't affected by the shield's protection in any way, see pg 77.

Armor-piercing damage is dealt as if the target's protection value was only half of what it actually is, but this only affects that armor-piercing damage and not other types of damage dealt to the unit. For example, a sacred unit with spear and Fire 9 bless (deals 6 points of AP fire damage) deals str+3 damage from spear, and 6 AP damage from fire.

Armor-negating damage goes through all protection, including shield parry.



I don't know how rounding goes.
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Old May 15th, 2008, 11:55 PM
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Default Re: Armor negating and penetrating?

Yeah, a similar formula is used for everything.

Magical weapons add strength when there's no "str not added" tag.
Magical bows have better chance of getting a hit through shield etc, as page 77 mentions.
Spells deal the damage listed in their description, with just Farstrike and perhaps Fists of Iron adding str. The little + after damage means that having more power in the path used in the spell's casting increases damage. Exactly how much varies depending on the spell, but it's about 1-3 points/extra level or so.
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Old May 16th, 2008, 04:21 AM

Sombre Sombre is offline
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Default Re: Armor negating and penetrating?

Just to be clear, armour negating missile attacks can still be shield parried. So long as they /are/ missile attacks and not ranged aoes, certain spells etc.

Magical bows have a better chance of getting past shield parry? I had no idea. The things you learn.
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