Combat Mechanics

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Combat Mechanics is an account of how a fight resolves in Stoneshard: the order in which the dice are rolled, how damage is reduced, how injuries and pain accumulate, and what each damage type and status effect does numerically.

The numbers here follow what the game actually does.

The volumes below are written in Chinese and are subpages of this page. This overview is in English; each summary here stands on its own.


The resolution chain

A single attack walks through six stages, in this order. No stage is skipped, and every source of damage — a swing, a skill, a spell, a trap, a reflected hit — funnels through the same one:

  1. Accuracy and dodge. Dodge is subtracted point-for-point from accuracy above 100%; it is not scaled proportionally.
  2. Crit, fumble, counter. The global multiplier for the whole attack is decided here.
  3. Damage composition. The thirteen damage types are read from the panel and split into two multipliers: the physical four scale with Weapon Damage, the other nine scale with Magic Power.
  4. Block. The current Block Power absorbs damage by type.
  5. Protection. Per-body-part armour value absorbs what is left, before resistances apply.
  6. Resistances and Damage Received. Two multipliers, applied in that order; each stage is rounded separately.

Supporting effects — status-effect progress bars, pain, bodypart damage — are settled in parallel and never change the health loss.


Volumes

# Page Covers
0 Glossary Official Chinese names for stats, statuses, damage types and body parts, plus the commonly confused pairs
1 Attack Resolution The six rolls in order, the c/101 bias, the two dodge windows, crit and fumble, counters
2 Damage Calculation The single damage pipeline: composition → block → protection → resistance → damage received → rounding
3 Damage Types Multipliers and coefficients for all thirteen types, hidden progress bars, pain weights, hunting and hide loss
4 Defense Attributes Derivation and caps for every offensive and defensive stat, the three resistance layers, per-point returns
5 Body Parts & Injuries The six-part body model, hit location odds, the full injury penalty table, stable injuries, pain
6 Special Damage On-hit statuses, the four damage-over-time effects, pure damage, returned damage, lifesteal, spell failure, traps
7 Misc Rules Hidden recovery meters, bodypart-targeting skills, the difference between in-combat and out-of-combat regeneration


Corrections to common claims

  • Every chance below 100 fires at value / 101, not value / 100. The roll has 101 outcomes, numbered 0 through 100, so a listed 50% chance is really 49.5%.
  • Dodge is subtractive, not proportional. An accuracy of 120 against 10% dodge removes the dodge entirely (10 − 20); it does not scale it down by a ratio.
  • Protection and Block are budgets shared out by damage share, not per-type subtractions. Each type receives k × value × (type damage ÷ total damage), so mixing damage types dilutes both defences.
  • Block runs two independent passes. The physical four are budgeted against the current Block Power, the running total is reset, and the magic nine are budgeted against the same Block Power again. Physical damage never eats the magic allowance, and the two passes are charged to the pool together. Magic absorbs at an efficiency of 0.66 while charging the pool at 2 per point absorbed; the two numbers measure different things.
  • Status-effect progress bars are not damage / max_hp. The increment is n × (damage ÷ (0.35 × maxHP))^1.285 with n defaulting to 100, so a single hit worth 35% of the target's maximum health triggers the effect outright. Fire is the only type whose n varies (500 or 800 when the target is soaked in alcohol or oil), and Unholy damage subtracts from the Caustic bar.
  • Returned damage does not ignore protection. It is forced into the Arcane type and resolved through the attacker's own block, protection and resistance, so Arcane resistance reduces it. A dodged attack reflects nothing.
  • Pain has fixed weights per damage type: Fire, Caustic and Psionic count double, Frost counts half.
  • Bleeding deals pure damage, so armour does nothing against it.
  • Weapon crit passives do not follow the wiki's table. Maces add Daze Chance, axes add Bodypart Damage, swords add Bleed Chance, daggers add Crit Efficiency and drain the target's energy; the crossbow also receives the bow's Knockback bonus on top of its own Immobilization bonus.


Page last edited during patch: 0.9.4.14