Difference between revisions of "Combat Formulas"
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===Adventure Mode=== | ===Adventure Mode=== | ||
Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other [[NPCs]], like people in | Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other [[NPCs]], like people in Town or Deer in the Forest, they will move on their respective routes together with your movement, creating the illusion of fluid movement. In reality, they always only move as many turns as it took your character to move to the tile you clicked. | ||
If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you. | If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you. | ||
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Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile. | Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile. | ||
When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a [[Dungeon]], since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors. | When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a [[Dungeons|Dungeon]], since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors. | ||
While in Combat Mode, you also cannot enter Rest mode - the character will inform you that ''You cannot rest while the enemies are nearby.'' | While in Combat Mode, you also cannot enter Rest mode - the character will inform you that ''You cannot rest while the enemies are nearby.'' | ||
===Rest Mode=== | ===Rest Mode=== | ||
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* Using an item (applying [[Medicine]], eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening [[Backpack]], ..) | * Using an item (applying [[Medicine]], eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening [[Backpack]], ..) | ||
* Opening a [[Containers|Container]] (Corpse, Grave, Chest, Shelf, Sarcophagus, ..) | * Opening a [[Containers|Container]] (Corpse, Grave, Chest, Shelf, Sarcophagus, ..) | ||
* Using an object (praying at | * Using an object (praying at a [[Shrine]], opening Doors, disarming traps, ..) | ||
* Shouting | * Shouting | ||
* [[Throwing]] items | * [[Throwing]] items | ||
==Actions that do not take a turn== | ==Actions that do not take a turn== | ||
These actions do not cost a turn: | These actions do not cost a turn: | ||
* Switching between [[ammo]] types in a [[Quivers|quiver]]. | * Switching between [[ammo]] types in a [[Quivers|quiver]]. | ||
* Switching | * Switching from a Ranged Weapon loadout with the [[Dexterity]] passive skill learned. | ||
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* Spell attacks - using some kind of Sorcery or skill like [[War Cry]]. | * Spell attacks - using some kind of Sorcery or skill like [[War Cry]]. | ||
Weapon attacks use your [[Accuracy]] attribute | Weapon attacks use your [[Accuracy]] attribute to determine if an attack hits.<br> | ||
''Example:'' Let's say I have a | ''Example:'' Let's say I have a 90% Accuracy, that means I have a 90% chance to hit and 10% chance to miss. The game rolls a random number between 1-100 to determine the result and gets 47. Because 47 is lower than my 90, my attack will hit. | ||
Spell attacks | Spell attacks that use projectiles, like [[Fire Barrage]], [[Jolt]] and [[Boulder Toss]] are the only Sorceries that use Accuracy for the purpose of Hit checking. These Sorceries only use your starting Accuracy and bonus Accuracy from Perception, but Accuracy from your items does not apply to Sorceries. All other Sorceries don't use Accuracy - they will always hit its target. | ||
In addition to Accuracy check, shooting from a bow/crossbow and using projectile spell attacks checks if there are other objects in the path of the missile, like doors, cupboards and other things. If there is an object in the way, your missile has a chance to be redirected and hit the object instead. The specifics of how this works is unknown. | |||
Finally, there are some special cases.<br> | |||
For example the skill [[Melting Ray]] will damage everything the beam goes through, including doors, cupboards and other enemies. | |||
===Critical Hit & Fumbled Hit=== | ===Critical Hit & Fumbled Hit=== | ||
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* Fumbled Hit - is affected by [[Fumble Chance]]. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again. | * Fumbled Hit - is affected by [[Fumble Chance]]. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again. | ||
* Critical Hit - is affected by [[Crit Chance]]. Critical Hit means you got lucky, hit a vital spot or penetrated target's armor, therefore dealing increased damage. | * Critical Hit / Miracle - is affected by [[Crit Chance]] for melee and ranged attacks, and by [[Miracle Chance]] for Sorceries. Critical Hit means you got lucky, hit a vital spot or penetrated target's armor, therefore dealing increased damage. Miracle means that your spellcast was more powerful than normal. | ||
* Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example. | * Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example. | ||
====Critical Hit==== | ====Critical Hit / Miracle ==== | ||
Your normal damage gets multiplied by your [[Crit Efficiency]]. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by Crit Efficiency. | Your normal damage gets multiplied by your [[Crit Efficiency]]. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by Crit Efficiency. | ||
Your Sorceries damage and secondary effects get multiplied by your [[Miracle Potency]]. | |||
In addition to dealing more damage, your melee and ranged attacks gain a bonus on this critical hit, based on the [[Weapons|Weapon]] type you're using: | |||
• Swords: +25% {{C|Light Brown|{{#tip-text: Bleed Chance|{{:Bleed Chance}}}}}}.<br> | |||
• Axes: +30% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.<br> | |||
• Maces: +25% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.<br> | |||
• Daggers: +50% {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}. Burn {{C|Energy|10%}} of the target’s {{Cl|Energy|Max Energy}}.<br> | |||
• Two-Handed Swords: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}.<br> | |||
• Two-Handed Axes: Cleave through 3 tiles. +60% {{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}}.<br> | |||
• Two-Handed Maces: Cleave through 3 tiles. +50% {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}.<br> | |||
• Staves: Cleave through 3 tiles. Attack receives +50% {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.<br> | |||
• Spears: +50% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.<br> | |||
• Bows: +50% {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}.<br> | |||
• Crossbows: +100% {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}.<br> | |||
Miracles have different critical effects depending on the spell you cast. For example, critical [[Fire Barrage]] deals increased damage while critical [[Inferno]] creates Inferno with longer duration. | |||
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* Fumbled Weapon attacks deal half damage. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by the fumble. | * Fumbled Weapon attacks deal half damage. If your attack includes a magical component ({{c|Fire|+8 Fire Damage}}), the magical part is unaffected by the fumble. | ||
* Fumbled Sorcery attacks deal full damage, but cost more [[Energy]] and receive longer [[Cooldowns Duration]]. | * Fumbled Sorcery attacks deal full damage, but cost more [[Energy]] and receive longer [[Cooldowns Duration]]. | ||
* Fumbled attacks cannot inflict secondary effects such as [[Bleeding]], [[Stun]], etc. | |||
If your attack isn't a crit or a fumble, you will hit your enemy for your full damage. | If your attack isn't a crit or a fumble, you will hit your enemy for your full damage. | ||
=== | ===Counterattack=== | ||
When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a basic attack against the attacker, known as | When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a single basic attack with weapon (in '''Main Hand slot''' if dual-wielding) against the attacker, known as the counterattack. This chance is defined by the [[Counter Chance]] attribute. [[NPCs]] also have Counter Chance and can perform counterattacks. The counterattack triggers the same effects as the regular basic attack, for example, it can apply [[Bleeding]] etc. | ||
===Attack of Opportunity=== | |||
Attack of Opportunity is a basic attack that is triggered if an enemy is in melee range (occupying a tile next to you) and moves away. The player character can also trigger Attacks of Opportunity from enemies when walking away from melee range. The chance of triggering an Attack of Opportunity is 50% and can be reduced by learning the [[Disengage]] skill. | |||
New players often make the mistake of trying to run away from a bad melee fight, but this only worsens the situation, as they receive multiple Attacks of Opportunity from the enemy. To prevent taking multiple Attacks of Opportunity, always try to kill the nearest enemy, or at least [[Stun]] or [[Immobilization|Immobilize]] them before you try to run away. You can also use some terrain (corners) to your advantage. Finally, you can avoid triggering Attacks of Opportunity by using Maneuver or Charge skills such as [[Leg Sweep]], [[Unyielding Defense]], [[Dash]], [[Distracting Shot]] and others. | |||
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=== Blocking === | === Blocking === | ||
[[Block Chance]] affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender's [[Block Power]], depending on the damage type of the attack. If the attack deals Physical damage, | [[Block Chance]] affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender's [[Block Power]], depending on the damage type of the attack. | ||
''Example:'' A Necromancer attacks me | * If the attack deals Physical damage, 1 Block Power is used for every 1 point of incoming damage. | ||
* I have enough Block Power to completely Block the '''{{c|w| | * If the attack deals Nature damage or Magic damage, 2 Block Power is used for every 1 point of incoming damage.<br> | ||
* Since '''{{c|Unholy}}''' is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block '''{{c|w| | ''Example:'' A Necromancer attacks me with his staff. His attack deals '''{{c|w|10 Crushing damage}}''' and '''{{c|unholy|12 Unholy damage}}'''. I have Blocked the attack and my Block Power is full at '''{{c|w|30/30}}'''. | ||
Thanks to Blocking, I will take only '''{{c|unholy| | * I have enough Block Power to completely Block the '''{{c|w|10 Crushing damage}}''', which leaves '''{{c|w|2=30-10 = 20}}''' Block Power remaining. | ||
* Since '''{{c|Unholy}}''' is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block '''{{c|w|2=20/2 = 10}}''' out of the '''{{c|unholy|12 Unholy damage}}'''. | |||
Thanks to Blocking, I will take only '''{{c|unholy|2 Unholy damage}}'''. However, my [[Block Power]] is now depleted. If I were to take another attack right away, I would not be able to Block any damage. | |||
[[Block Power]] automatically replenishes by your amount of [[Block Power Recovery]] %.<br> | |||
''Example:'' I'm at 0/30 Block Power. I have 20% Block Power Recovery, therefore I will recover '''{{c|w|2=30*0,2 = 6}}''' Block Power every turn. | |||
Blocking with a [[Shields|Shield]] causes [[Quality & Durability|Durability]] damage to the equipped Shield. | |||
Blocking without a Shield causes [[Quality & Durability|Durability]] damage to the equipped [[Weapons]]. | |||
=== Protection === | === Protection === | ||
[[Protection]] reduces attack damage each time damage is received. | [[Protection]] reduces attack damage by a flat amount each time damage is received. Protection is always active. | ||
''Example:'' An attack hits me for '''{{c|w|17 Crushing damage}}''' | * If the attack deals Physical damage, every 1 point of Protection reduces the incoming damage by 1 point. | ||
''Example:'' An attack hits me for '''{{c|fire|10 Fire damage}}'''. I'm wearing | * If the attack deals Nature or Magic damage, every 2 points of Protection reduce the incoming damage by 1 point.<br> | ||
[[Protection]] is separated into four different values that cover different [[Injuries_&_Pain#Body_parts|Body Parts]]: | |||
* '''Head''', which protects your Head bodypart and uses the Protection value from [[Helmets]]. | |||
* '''Chest''', which protects your Torso bodypart and uses the Protection value from [[Chestpieces]]. | |||
* '''Arms''', which protects your Left Arm and Right Arm bodyparts and uses the Protection value from [[Gloves]]. | |||
* '''Legs''', which protects your Left Leg and Right Leg bodyparts and uses the Protection value from [[Boots]]. | |||
The bodypart that is targeted during an attack is chosen at random, therefore it is very important to protect all bodyparts from incoming damage. | |||
Certain skills will always target specific bodyparts, for example [[Nail Down]] or [[Headshot]]. | |||
''Example 1:'' An attack targets my Right Leg and hits me for '''{{c|w|17 Crushing damage}}'''. I'm wearing boots with 8 Protection, therefore I will take only '''{{c|w|2=17-8 = 9 Crushing damage}}'''.<br> | |||
''Example 2:'' An attack targets my Right Leg and hits me for '''{{c|fire|10 Fire damage}}'''. I'm wearing boots with 8 Protection, but '''{{c|Fire}}''' is Nature damage type, therefore I will take '''{{c|fire|2=10-(8/2) = 6 Fire damage}}'''.<br> | |||
''Example 3:'' An attack targets my Right Leg and hits me for '''{{c|w|8 Crushing damage}}''' and '''{{c|fire|10 Fire damage}}'''. I'm wearing boots with 8 Protection.<br> | |||
From the Crushing damage type, I will take '''{{c|w|2=8-8 = 0 Crushing damage}}'''.<br> | |||
From the Fire damage type, I will take '''{{c|fire|2=10-(8/2) = 6 Fire damage}}'''. | |||
== Resistances == | == Resistances == | ||
Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are | Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are always percentages. | ||
There are four types of | There are four types of Resistances: | ||
* Resistance to a single damage type - For example, '''Rending Resistance''' will only reduce incoming Rending damage. | * Resistance to a single damage type - For example, '''Rending Resistance''' will only reduce incoming Rending damage. | ||
* Resistance to a group of damage types - For example, '''Physical Resistance''' will reduce incoming damage from these 4 | * Resistance to a group of damage types - For example, '''Physical Resistance''' will reduce incoming damage from these 4 [[Damage Types]]: Slashing, Piercing, Crushing and Rending damage. | ||
* Resistance to harmful [[ | * Resistance to harmful [[Status Effects]] - For example, '''Control Resistance''' will reduce the chance to receive Stun, Daze and Stagger effects as well as their duration. | ||
* Resistance to negative health system effects - For example, '''Pain Resistance''' will cause your character to accumulate Pain slower. | * Resistance to negative health system effects - For example, '''Pain Resistance''' will cause your character to accumulate Pain slower. | ||
''Example:'' An attack hits me for '''{{c|fire|10 Fire damage}}'''. I have the [[Wet]] condition from the [[Rain]], which gives me a total 50% '''{{c|fire|Fire Resistance}}''', so I will only take '''{{c|fire|5 Fire damage}}'''. | ''Example:'' An attack hits me for '''{{c|fire|10 Fire damage}}'''. I have the [[Wet]] condition from the [[Rain]], which gives me a total 50% '''{{c|fire|Fire Resistance}}''', so I will only take '''{{c|fire|5 Fire damage}}'''. | ||
See [[Damage]] for all available damage types. See [[ | See [[Damage Types]] for all available damage types and their groups. See [[Attributes_%26_Stats#Secondary_Attributes|Attributes & Stats]] for all available Resistance attributes. | ||
==Secondary Effects== | ==Secondary Effects== | ||
Attacks don't just reduce the target's health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial [[ | Attacks don't just reduce the target's health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial [[Status Effects]] active or from using Skills. Combining various secondary effects is key to mastering combat in Stoneshard. | ||
There are many various effects. Feel free to look through the different [[Skills]]' descriptions. | There are many various effects. Feel free to look through the different [[Skills]]' descriptions. | ||
Secondary Effects can happen when: | Secondary Effects can happen when: | ||
* An attack hits | * An attack hits or crits | ||
* An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...) | * An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...) | ||
* Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...) | * Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...) | ||
=== Summary === | |||
<li style="display: inline-block;"> [[File:Formula.png|thumb|480px|This image was given by developers to clarify how is Attack calculated]] </li> | |||
== See Also == | == See Also == | ||
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{{Navigation}} | {{Template:Navigation||plain}} | ||
[[Category:Stoneshard]] | [[Category:Stoneshard]] |
Latest revision as of 13:33, 29 June 2024
Stoneshard uses turn-based system with many supporting systems integrated into it and combined with each other. The basic premise is that for each turn your character takes, all enemies take a turn too. There is currently no way to gain extra turns and similarly, enemies also cannot gain extra turns. You can spend your turn by performing different actions.
Player Character Modes
As you explore the world of Stoneshard, you will find yourself in many different situations - walking through forests, villages, plains, talking with villagers, fighting and resting. To accomodate what's currently happening on your screen, the game has different modes that change how the game behaves. Some of these modes can be activated manually, some will be activated automatically.
Adventure Mode
Adventure Mode is the default mode and your character will return to Adventure Mode when any other mode has been cancelled. When adventuring, you can make unlimited amount of turns. This can be observed when you click with your mouse to move across the screen, your character will move towards the designated tile without stopping. If you happen to see any other NPCs, like people in Town or Deer in the Forest, they will move on their respective routes together with your movement, creating the illusion of fluid movement. In reality, they always only move as many turns as it took your character to move to the tile you clicked.
If an NPC spots you and becomes Hostile during your movement, you will either continue moving or stop moving, depending on who spotted you.
These NPCs don't interrupt your movement:
- Townspeople
- Deer, Foxes, Mooses, Squirrels, Rabbits or Saigas, these are neutral animals. When these animals become Hostile, they run away from you instead of attacking and don't interrupt your movement (though rarely, they can still attack you when cornered or immobilized).
Combat Mode
Combat Mode begins automatically whenever there is a Hostile enemy nearby. All NPCs except the neutral ones mentioned in the previous section will make you enter Combat Mode upon becoming Hostile.
When in Combat Mode, the unlimited amount of movement is no longer possible and you can only perform one action at a time. After each action, all NPCs on the same map will perform their turns before you can turn again. Combat Mode ends after you kill all nearby Hostile enemies, or after you run far away and they stop being Hostile. Due to the turn-based nature of combat, the only way to outrun enemies is by using Movement and Charge skills. Combat Mode stays active even if you try switch maps by moving to the edge of a map - most nearby Hostile enemies will follow you across maps. You can currently exit Combat Mode by leaving a Dungeon, since enemies from inside the Dungeon will not follow you outside. However, enemies will follow you between Dungeon floors.
While in Combat Mode, you also cannot enter Rest mode - the character will inform you that You cannot rest while the enemies are nearby.
Rest Mode
Rest Mode is a mode when your character sits down and rests. Resting is identical to pressing Space to pass a turn repeatedly, but turns are passed automatically until you cancel Rest Mode and turns pass at an increased speed. Rest Mode stays active until cancelled or until a Hostile enemy NPC approaches. Entering Rest Mode increases your Health Restoration, Healing Efficiency and Energy Restoration, but lowers your Vision drastically, so be sure to find a safe spot before resting.
Tip: Closing the doors in a cleared room or moving up the stairs to a cleared dungeon level is usually a good way to stay safe while resting.
The default hotkey for rest mode is R.
Attack Mode
By pressing CTRL you can activate and deactivate the Attack Mode. It can be activated both while in Adventure Mode or Combat Mode. The Attack Mode allows your character to attack any selected tile instead of interacting with it. This way, you can attack not just enemies, but also all decorative objects like benches, tables and statues and also all interactable objects like Containers or Doors.
Using Attack Mode on an Enemy allows you to fire your ranged weapon without worrying about accidentally moving forward.
Stealth Mode
Stealth Mode is currently not available in the game, and there is no information about the effects of Stealth Mode, but it is mentioned in the Stealth attribute description.
Actions that take a turn
These actions cost one turn to perform:
- Moving
- Attacking
- Picking up an item from the ground
- Using a skill (like Examine Surroundings)
- Using an item (applying Medicine, eating, drinking, reading a book/scroll/note, enchanting an item, identifying an item, opening Backpack, ..)
- Opening a Container (Corpse, Grave, Chest, Shelf, Sarcophagus, ..)
- Using an object (praying at a Shrine, opening Doors, disarming traps, ..)
- Shouting
- Throwing items
Actions that do not take a turn
These actions do not cost a turn:
- Switching between ammo types in a quiver.
- Switching from a Ranged Weapon loadout with the Dexterity passive skill learned.
Attacking
Let's have a look at how Attacking works. A simplified explanation is that for each attack the game determines an outcome, which can be either a Hit or a Miss. When you score a Hit, you remove X Health from the target. The X is calculated by using your Damage and reducing it by applying the target's appropriate Defenses. However, the mechanics behind this calculation are much more complex than this.
Hit & Miss
To determine if your Attacks overcome the target's Defenses, the game first checks the nature of your attack. Attacks can be
- Weapon attacks - swinging a melee weapon or shooting a ranged weapon, or using a skill that requires an equipped weapon. This also includes weapon attacks that deal magical damage like Arcane damage.
- Spell attacks - using some kind of Sorcery or skill like War Cry.
Weapon attacks use your Accuracy attribute to determine if an attack hits.
Example: Let's say I have a 90% Accuracy, that means I have a 90% chance to hit and 10% chance to miss. The game rolls a random number between 1-100 to determine the result and gets 47. Because 47 is lower than my 90, my attack will hit.
Spell attacks that use projectiles, like Fire Barrage, Jolt and Boulder Toss are the only Sorceries that use Accuracy for the purpose of Hit checking. These Sorceries only use your starting Accuracy and bonus Accuracy from Perception, but Accuracy from your items does not apply to Sorceries. All other Sorceries don't use Accuracy - they will always hit its target.
In addition to Accuracy check, shooting from a bow/crossbow and using projectile spell attacks checks if there are other objects in the path of the missile, like doors, cupboards and other things. If there is an object in the way, your missile has a chance to be redirected and hit the object instead. The specifics of how this works is unknown.
Finally, there are some special cases.
For example the skill Melting Ray will damage everything the beam goes through, including doors, cupboards and other enemies.
Critical Hit & Fumbled Hit
Now that our attack is a Hit, we need to figure out what kind of Hit it was. There are three possible outcomes, and they are tested in this order:
- Fumbled Hit - is affected by Fumble Chance. Fumbled means you got unlucky, grazed your target, or otherwise failed the attack or spell. In this case, the nature of your attack comes into play again.
- Critical Hit / Miracle - is affected by Crit Chance for melee and ranged attacks, and by Miracle Chance for Sorceries. Critical Hit means you got lucky, hit a vital spot or penetrated target's armor, therefore dealing increased damage. Miracle means that your spellcast was more powerful than normal.
- Normal Hit - you got a clean hit and you deal full damage, same as in our simplified example.
Critical Hit / Miracle
Your normal damage gets multiplied by your Crit Efficiency. If your attack includes a magical component (+8 Fire Damage), the magical part is unaffected by Crit Efficiency.
Your Sorceries damage and secondary effects get multiplied by your Miracle Potency.
In addition to dealing more damage, your melee and ranged attacks gain a bonus on this critical hit, based on the Weapon type you're using:
• Swords: +25% Bleed Chance.
• Axes: +30% Bodypart Damage.
• Maces: +25% Daze Chance.
• Daggers: +50% Crit Efficiency. Burn 10% of the target’s Max Energy.
• Two-Handed Swords: Cleave through 3 tiles. +50% Bleed Chance.
• Two-Handed Axes: Cleave through 3 tiles. +60% Bodypart Damage.
• Two-Handed Maces: Cleave through 3 tiles. +50% Daze Chance.
• Staves: Cleave through 3 tiles. Attack receives +50% Energy Drain.
• Spears: +50% Immobilization Chance.
• Bows: +50% Knockback Chance.
• Crossbows: +100% Immobilization Chance.
Miracles have different critical effects depending on the spell you cast. For example, critical Fire Barrage deals increased damage while critical Inferno creates Inferno with longer duration.
Fumbled Hit
- Fumbled Weapon attacks deal half damage. If your attack includes a magical component (+8 Fire Damage), the magical part is unaffected by the fumble.
- Fumbled Sorcery attacks deal full damage, but cost more Energy and receive longer Cooldowns Duration.
- Fumbled attacks cannot inflict secondary effects such as Bleeding, Stun, etc.
If your attack isn't a crit or a fumble, you will hit your enemy for your full damage.
Counterattack
When receiving, dodging or blocking an enemy melee attack, there is a chance of automatically performing a single basic attack with weapon (in Main Hand slot if dual-wielding) against the attacker, known as the counterattack. This chance is defined by the Counter Chance attribute. NPCs also have Counter Chance and can perform counterattacks. The counterattack triggers the same effects as the regular basic attack, for example, it can apply Bleeding etc.
Attack of Opportunity
Attack of Opportunity is a basic attack that is triggered if an enemy is in melee range (occupying a tile next to you) and moves away. The player character can also trigger Attacks of Opportunity from enemies when walking away from melee range. The chance of triggering an Attack of Opportunity is 50% and can be reduced by learning the Disengage skill.
New players often make the mistake of trying to run away from a bad melee fight, but this only worsens the situation, as they receive multiple Attacks of Opportunity from the enemy. To prevent taking multiple Attacks of Opportunity, always try to kill the nearest enemy, or at least Stun or Immobilize them before you try to run away. You can also use some terrain (corners) to your advantage. Finally, you can avoid triggering Attacks of Opportunity by using Maneuver or Charge skills such as Leg Sweep, Unyielding Defense, Dash, Distracting Shot and others.
Main Hand damage vs. Off-Hand damage
Your attacks and weapon skills will deal damage based on either Main Hand Damage or Off-Hand Damage that is displayed in your character screen. The amount of damage displayed comes from your equipped weapon(s) and is modified by your Main Hand Efficiency and Off-Hand Efficiency values. The type of attack you are using and the positioning of your weapons in your inventory slots decides which damage stat is used for the damage calculation. The game behaves as follows:
- Weapons equipped in the left weapon inventory slot will display their damage as Main Hand Damage in the stat screen. Therefore, left weapon inventory slot will be referred to as Main Hand slot.
- Weapons equipped in the right weapon inventory slot will display their damage as Off-Hand Damage in the stat screen. Therefore, right weapon inventory slot will be referred to as Off-Hand slot.
- Using a weapon specific skill (like Double Lunge) always uses the weapon of the appropriate type, regardless of where you equipped the weapon. Therefore:
- Using skills with one Dagger in Main Hand slot will use your displayed Main Hand Damage.
- Using skills with one Dagger in Off-Hand slot will use your displayed Off-Hand Damage.
- Using skills with two weapons of the same type (two Daggers) will use your displayed Main Hand Damage.
- Using skills with two weapons of a different type (Sword + Dagger) will use either Main Hand Damage or Off-Hand Damage, depending on where the correct weapon type is equipped.
- Using non-weapon specific skills (like Seize the Initiative):
- If one weapon is equipped, it will use either Main Hand Damage or Off-Hand Damage, depending on where the weapon is equipped.
- If two weapons are equipped, it will prioritize the weapon in your Main Hand slot and use your Main Hand Damage.
- Dual Wielding Training skill (DWT) will use either Main Hand Damage or Off-Hand Damage, depending on which weapon was used for the skill that activates DWT.
- Using a weapon specific skill (like Double Lunge) with two weapons of the same type (two Daggers) will use your displayed Main Hand Damage for the skill and your Off-Hand Damage for the DWT attack.
- Using a weapon specific skill (like Double Lunge) with two weapons of a different type (Sword + Dagger), with Sword in the Main Hand slot will use Off-Hand Damage for the specific weapon skill, then it will use the Main Hand Damage for the DWT attack.
- Using a weapon specific skill (like Double Lunge) with two weapons of a different type (Sword + Dagger), with Dagger in the Main Hand slot will use Main Hand Damage for the specific weapon skill, then it will use the Off-Hand Damage for the DWT attack.
- Using a non-weapon specific skill (like Seize the Initiative) with two weapons of a different type (Sword + Dagger), it will prioritize the weapon in your Main Hand slot and use your Main Hand Damage for the non-weapon specific skill, then it will use the Off-Hand Damage for the DWT attack.
Defending
With the final result from the attacker's side, we switch to the defender to see how much damage was caused. There are three types of defenses and these are applied in this order:
- Blocking - The defender blocks/deflects incoming attacks, lessening their impact. If the defender has a Shield, they can also Block ranged attacks. Spells cannot be blocked.
- Protection - The defender receives the attack, but its effects are partially or completely negated thanks to the defender's Armor.
- Resistances - The defender is less susceptible to certain damage types, either thanks to Armor (Plate armor is harder to get through), naturally (Bears have thick hides, Fire is less effective if you're Wet) or magically (the Tutorial/Prologue boss was magically strenghtened from the ritual).
Blocking
Block Chance affects whether an attack will be Blocked. If a Block occurs, the incoming damage is reduced by an amount of defender's Block Power, depending on the damage type of the attack.
- If the attack deals Physical damage, 1 Block Power is used for every 1 point of incoming damage.
- If the attack deals Nature damage or Magic damage, 2 Block Power is used for every 1 point of incoming damage.
Example: A Necromancer attacks me with his staff. His attack deals 10 Crushing damage and 12 Unholy damage. I have Blocked the attack and my Block Power is full at 30/30.
- I have enough Block Power to completely Block the 10 Crushing damage, which leaves 30-10 = 20 Block Power remaining.
- Since Unholy is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block 20/2 = 10 out of the 12 Unholy damage.
Thanks to Blocking, I will take only 2 Unholy damage. However, my Block Power is now depleted. If I were to take another attack right away, I would not be able to Block any damage.
Block Power automatically replenishes by your amount of Block Power Recovery %.
Example: I'm at 0/30 Block Power. I have 20% Block Power Recovery, therefore I will recover 30*0,2 = 6 Block Power every turn.
Blocking with a Shield causes Durability damage to the equipped Shield.
Blocking without a Shield causes Durability damage to the equipped Weapons.
Protection
Protection reduces attack damage by a flat amount each time damage is received. Protection is always active.
- If the attack deals Physical damage, every 1 point of Protection reduces the incoming damage by 1 point.
- If the attack deals Nature or Magic damage, every 2 points of Protection reduce the incoming damage by 1 point.
Protection is separated into four different values that cover different Body Parts:
- Head, which protects your Head bodypart and uses the Protection value from Helmets.
- Chest, which protects your Torso bodypart and uses the Protection value from Chestpieces.
- Arms, which protects your Left Arm and Right Arm bodyparts and uses the Protection value from Gloves.
- Legs, which protects your Left Leg and Right Leg bodyparts and uses the Protection value from Boots.
The bodypart that is targeted during an attack is chosen at random, therefore it is very important to protect all bodyparts from incoming damage.
Certain skills will always target specific bodyparts, for example Nail Down or Headshot.
Example 1: An attack targets my Right Leg and hits me for 17 Crushing damage. I'm wearing boots with 8 Protection, therefore I will take only 17-8 = 9 Crushing damage.
Example 2: An attack targets my Right Leg and hits me for 10 Fire damage. I'm wearing boots with 8 Protection, but Fire is Nature damage type, therefore I will take 10-(8/2) = 6 Fire damage.
Example 3: An attack targets my Right Leg and hits me for 8 Crushing damage and 10 Fire damage. I'm wearing boots with 8 Protection.
From the Crushing damage type, I will take 8-8 = 0 Crushing damage.
From the Fire damage type, I will take 10-(8/2) = 6 Fire damage.
Resistances
Resistances are a type of defenses that is applied each time a corresponding effect is received. Resistances are always percentages.
There are four types of Resistances:
- Resistance to a single damage type - For example, Rending Resistance will only reduce incoming Rending damage.
- Resistance to a group of damage types - For example, Physical Resistance will reduce incoming damage from these 4 Damage Types: Slashing, Piercing, Crushing and Rending damage.
- Resistance to harmful Status Effects - For example, Control Resistance will reduce the chance to receive Stun, Daze and Stagger effects as well as their duration.
- Resistance to negative health system effects - For example, Pain Resistance will cause your character to accumulate Pain slower.
Example: An attack hits me for 10 Fire damage. I have the Wet condition from the Rain, which gives me a total 50% Fire Resistance, so I will only take 5 Fire damage.
See Damage Types for all available damage types and their groups. See Attributes & Stats for all available Resistance attributes.
Secondary Effects
Attacks don't just reduce the target's health, but can also apply various other effects. These effects can come naturally from your attack, from having beneficial Status Effects active or from using Skills. Combining various secondary effects is key to mastering combat in Stoneshard.
There are many various effects. Feel free to look through the different Skills' descriptions.
Secondary Effects can happen when:
- An attack hits or crits
- An attack meets certain criteria (target is affected by certain Conditions, attacking kills the target, ...)
- Your attributes meet certain criteria (when energy is below certain threshold, when weapon durability is above certain threshold, ...)
Summary
See Also
Page last edited during patch: 0.8.1.8
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