Combat Formulas/zh

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《紫色晶石》采用回合制系统,许多配套系统与之相关,而且彼此密切联系。 这个系统的基本规则是玩家角色行动一个回合,所有敌人也会行动一个回合。玩家角色目前没有办法获得额外的回合,敌人也无法获得额外的回合。角色每个回合可以进行各种行动。



玩家角色模式

你在探索《紫色晶石》的世界时,会遇到各种各样的情况。你会走进林间、村庄、草原,你会与城乡的居民对话,会战斗和休息。为了表现屏幕上发生的事情,游戏设计了多个模式,模式不同,游戏的行为也有所不同。有些模式可以手动启用,有些则自动启用。


冒险模式

冒险模式是游戏的默认模式,其他模式取消之后,玩家角色就会回到冒险模式。冒险模式期间,玩家使用回合不受限制。你在屏幕的某个位置点击鼠标之后,角色就会直接移向目标方格,中间不会停顿。如果你看到了 NPC,例如村里的乡亲或者林间的鹿,他们会随着你的移动按照自己的路线移动,从而造成流畅移动的错觉。事实上,他们移动的回合数量始终与你的角色移至目标方格所用回合的数量相同。

如果NPC看到你之后出现敌意,你有可能继续移动,也有可能停止移动,具体情况因对方是哪种NPC而异。

以下NPC不会打断你的移动:

  • 城乡居民
  • 鹿狐狸驼鹿松鼠兔子高鼻羚羊,这些属于中立动物。它们出现敌意的时候,只会逃跑,不会攻击你,也不会打断你的移动。(它们无路可走或者移动受限的时候,有可能发动攻击,不过这种情况比较罕见)


战斗模式

附近出现敌意的敌人,战斗模式就会立刻开始。除了上述中立敌人之外,所有NPC出现敌意,都会令你进入战斗状态。

战斗模式期间,玩家角色使用回合会受到限制。每次只能执行一个行动。玩家每次行动之后,同一块地图的所有NPC都会行动一次,然后再由玩家角色行动。附近所有存在敌意的敌人全部击杀之后,战斗模式就会结束。由于战斗以回合为单位进行,要想跑得比敌人快,就必须依靠位移、突进技能。即便你想在地图边缘连续切换地图,战斗模式也不会因此而结束,因为附近多数存在敌意的敌人会跟着你进入另外一块地图。目前走出地城可以终止战斗模式,因为敌人不会跟你走出地城,但能跟着你往返地城的不同楼层。

战斗模式生效期间,你也无法进入休息模式,角色会说:“附近有敌人,不能休息。”

休息模式

休息模式期间,玩家角色会原地坐下休息。休息模式与连续按空格键跳过回合类似,只是休息模式会自动跳过回合,而且回合跳过的速度较快。除非取消或有存在敌意的敌对NPC接近,否则休息模式就会一直生效。休息模式期间,你的生命自动恢复治疗效果精力自动恢复会提升,不过你的视野会大大缩小,所以休息务必找个安全的地方。

“提示:要想在地城里面休息,建议清除所在房间的敌人之后,然后关上房门;或者回到地城已经荡清的楼层。”

休息模式的默认快捷键是R。


攻击模式

按Ctrl键可以进入或退出攻击模式,冒险模式和战斗模式都可以切换为攻击模式。玩家角色进入攻击模式之后,无论选中什么方格,都不能互动,只能攻击。这种时候,你不仅可以攻击敌人,也能攻击环境里的所有物体,例如板凳、桌子、雕像以及容器和门等可以互动的物体。

启用攻击模式之后,远程兵器可以放心攻击敌人,不用担心不小心往前走了一步。


潜行模式

游戏目前无法进入潜行模式,暂时也不知道潜行模式会有哪些效果,不过属性“潜行”的说明文本提到了这个模式。


消耗回合的行动

执行以下行动需要消耗一个回合:

  • 移动
  • 攻击
  • 拿起地上的物品
  • 运用技能(例如探查)
  • 使用物品(使用医药用途、进食、进水、阅读书卷字条,附魔物品、鉴定物品、打开背包等等)
  • 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:


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 and compare it with your target's Dodge Chance (which is invisible to you).
Example: Let's say I have a 100% Accuracy, but my target has 10% Dodge Chance, that means I have a 90% chance to hit. 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.

Fire Barrage and Jolt are the only Sorceries that use Accuracy. 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 Fire Barrage or Jolt 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 Piercing Shot will damage everything the arrow goes through, similar to Melting Ray. However, when firing to the left or right in a straight line, the shot can sometimes fly above the enemies standing between you and the targeted tile, missing them.


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:

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 basic attack 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.


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 using the Necromancer Staff. His attack is a Hit, and there is a total of 27 damage going my way, 17 Crushing damage and 10 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 17 Crushing damage, which leaves 30-17 = 13 Block Power remaining.
  • Since Unholy is a Magic Damage type, my remaining Block Power is only 50% effective, therefore I Block 13/2 = 7 (rounded up) out of the 10 Unholy damage.

Thanks to Blocking, I will take only 3 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: An attack targets my Right Leg and hits me for 17 Crushing damage. I'm wearing Splinted Boots with 8 Protection, therefore I will take only 17-8 = 9 Crushing damage.
Example: An attack targets my Right Leg and hits me for 10 Fire damage. I'm wearing Splinted Boots with 8 Protection, but Fire is Nature damage type, therefore 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

  • This image was given by developers to clarify how is Attack calculated
  • See Also


    本页最后一次更新时间:补丁: 0.8.0.19