Author Topic: Game and battle machanics  (Read 5116 times)

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Offline vorstervorst

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Game and battle machanics
« on: September 09, 2010, 03:17:10 PM »
I am trying to make sense of the battle and game mechanics and put this together. Just tell me how far I am of am my calculations and conclusions
IMPERIAL HERO

Strength
-   Damage increase by 1 % (minimum and maximum) for each 4 strength points or 0.1 damage (minimum and maximum) for each 4 strength points.
-   Each 10 strength point lower enemy block chance by 1 point.
-   Armor needs minimum amount of strength point to be used

Agility
-   10 points to Agility grant 1% bonus chance to evade enemies’ attack.
-   10 points in Agility decrease the opponent's Critical Chance with 1%

Dexterity
-   10 points of Dexterity grant 1% chance bonus for critical hit. However, the critical hit chance cannot exceed 50%
-   Determines the hero's chance for successful attack (enemy's agility is taken into account as well). With both your dexterity and enemy's agility equal, the chance for successful hit is 75%

Armor
-   12 armor points reduce damage for 1 point   

Blocking
Blocking gain from some weapons and all shields
For every 10 strength points 1% of blocking is gained
Maximum % of blocking is 75% 

Damage
Damage = Maximum damage of weapon(including all bonuses) - damage reduced by total armor . f that damage is higher then minimum damage of weapon, then that damage is applied in successful hit.  If that damage is lower then minimum damage of weapon, then minimum damage of weapon is applied.  Critical hit multiplies maximum damage with 3. Then armor is applied. And the rest is the same as in normal hit."

Battle exsample
 
                         Me   Enemy
Strength               12   12
Agility               14   8   
Dexterity               12   12   
Block               12   10
Critical hit bonus   0   2%
Armor               46   40
Damage              4-7   4-8




First step

Enemy hit me. The % hit is then calculated beginning at 75%. 75% (max hit %)-2%(Dexterity (enemy) minus agility (mine) -1.4%(Agility(mine)every 10 agility point grant 1% chance to evade) =  72.6% hitting chance.   


Second step (if I did not avoid the hit) is blocking (Blocking-75% max block)

Enemy hit me. I have 13.2% blocking(12 block points + 1,2% from strength)

Third step (if blocking failed)

Damage (critical hit)

Enemy hits me. He have 3,4% (2%+1.4% from Dex) -1% (my agility) = 2.4% chance of critical hit. Critical hit damage is 24 (8x3) minus the armor 3.8 = 20.2

Damage (with normal hit)

My armor reduce = 3.8 point. Max damage of him weapon is 8 so damage on me is 4.2.

If my armor was 50, the reduse point would have been 4.16 (50/12) point. Damage from enemy would then been the minimun damage (in this case is 4 points) of his weapon because (8-4.16= 3.84) if i am hit the lowest damage one can get is the minumum of the weapon

Offline borce_kum

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Re: Game and battle machanics
« Reply #1 on: September 09, 2010, 05:44:40 PM »
-   10 points in Agility decrease the opponent's Critical Hit Chance with 1.5%

Offline vorstervorst

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Re: Game and battle machanics
« Reply #2 on: September 09, 2010, 06:08:58 PM »
I am just wondering

1) if I have a 12 point dexterety does it mean I have only 1% exsta critical hit chance or a 1.2% critical hit

2) If I hit the enemy( I am using the same excample as before with the same agility and dexterity. The % hit is then calculated beginning at 75%. 75% (max hit %)+4%(Dexterity (mine) minus agility (enemy)) -0.8%(Agility(enemy) =  78.2%  hitting chance but 75% is the max . I have then 75% chance of hitting enemy   

or

75% (max hit %)+0%(Dexterity (mine) more than agility (enemy)) -0.8%(Agility(enemy) =  74.2%  hitting chance

Offline Tiger

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Re: Game and battle machanics
« Reply #3 on: September 09, 2010, 09:50:18 PM »
Its calculated on 10 basics. So if you have 10 or 19 = 1% , you get 2 % when you go over 20, and so on.

Offline vorstervorst

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Re: Game and battle machanics
« Reply #4 on: September 09, 2010, 11:46:22 PM »
I made the corrections. Just tell me if I am in the right direction because it does make a differennce if one knows how to outfit your hero.

Here are the new calculations

IMPERIAL HERO

Strength
-   Damage increase by 1 % (minimum and maximum) for each 4 strength points or 0.1 damage     
             (minimum and maximum) for each 4 strength points.
-   Each 10 strength point lower enemy block chance by 1 point.
-   Armor needs minimum amount of strength point to be used

Agility
-   10 points to Agility grant 1% bonus chance to evade enemies’ attack.
-   10 points in Agility decrease the opponent's Critical Chance with 1,5%

Dexterity
-   10 points of Dexterity grant 1% chance bonus for critical hit. However, the critical hit chance
             cannot exceed 50%
-   Determines the hero's chance for successful attack (enemy's agility is taken into account as
             well). With both your dexterity and enemy's agility equal, the chance for successful hit is 75%

Armor
-   12 armor points reduce damage with 1 point   

Blocking
-   Blocking gain from some weapons and all shields
-   For every 10 strength points 1% of blocking is gained
-   Maximum % of blocking is 75% 

Damage
Damage = Maximum damage of weapon(including all bonuses) - damage reduced by total armor . If that damage is higher then minimum damage of weapon, then that damage is applied in successful hit.  If that damage is lower then minimum damage of weapon, then minimum damage of weapon is applied.  Critical hit multiplies maximum damage with 3. Then armor is applied. And the rest is the same as in normal hit."

EXAMPLE OF BATTLE CALCULATION
   Me   Enemy
Strength   12   12
Agility   14   8
Dexterity   12   12
Block   12   10
Critical hit bonus   0   2%
Armor   46   40
Damage   4-7   4-8

ENEMY ATTACK FIRST

First step

Enemy hit me. The % chance to hit is then calculated beginning at 75%. 75% (max hit %)-2%(Dexterity (enemy) minus agility (mine)) -1%(Agility(mine)) =  73% of hitting me or I have 27% chance to evade.   


Second step (if I did not avoid the hit) is blocking (Blocking-75% max block)

Enemy hit me. I have 13% blocking(12 block points + 1% from strength)

Third step (if blocking failed)

Damage (critical hit)

Enemy weapon damage 4.3-8.3 (extra 0.3 from strength)

Enemy hits me. He have 3% (2%+1% from Dexterity) -1% (my agility) = 2% chance of critical hit. Critical hit damage is 24.9 (8.3x3) minus the armor 3.8 = 21.1

Damage (with normal hit)

My armor reduce = 3.8 (46/12) point. Max damage of him weapon is 8.3 so damage on me is 4.3


I ATTACK ENEMY

First step

I hit enemy. The % hit to chance is then calculated beginning at 75%. 75% (max hit %)+4%(Dexterity (mine) minus agility (enemy)) -0%(Agility(enemy)) =  79%  hitting chance but 75% is the max. I have then 75% chance of hitting enemy or enemy have 25% chance to evade hit   


Second step (if I did not avoid the hit) is blocking (Blocking-75% max block)

I hit enemy. Enemy have 11% blocking(10 block points + 1% from strength)

Third step (if blocking failed)

Damage (critical hit)

My weapon damage 4.3-7.3 (strength)

I hit enemy. I have 1% (from Dexterity) -1% (enemy agility) = 0 % chance of critical hit. Critical hit damage is 21.9 (7.3x3) minus the armor 3.3 = 18.6

Damage (with normal hit)

My armor reduce = 3.3 point. Max damage of his weapon is 7.3 so damage on me is 4

Crassus

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Re: Game and battle machanics
« Reply #5 on: September 10, 2010, 10:43:29 AM »
Well you have one thing wrong:

- Each 10 Strength points decrease the opponent's block by 1 point.

You don't gain block from strength.

I believe it will be easier for you to do a battle and then press the full report button. There explains every attack and every possibility you have to perform attack/critical/block, damage reduce...

If you want I could pm you with one of my battle reports to get the idea...

Offline vorstervorst

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Re: Game and battle machanics
« Reply #6 on: September 10, 2010, 12:29:06 PM »
OK it make sence. I was just wondering if I am on the right trap. If I am, then it is easy to deside what to do. If one want a agressive attacking hero one stack on the dexterity or it one whats more a defensive hero agility is the anser, if I got it right

Offline vorstervorst

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Re: Game and battle machanics
« Reply #7 on: September 10, 2010, 12:49:26 PM »
I tride to see the enemy agility and dexterity in the fight but it do not show and that is probebly why i cant read/understand the calculations so well.

In a challence one can see the hero attribute but it do not show the battle report.

I just want to know how it work so that I can deside what kind of battle armor I needs for exsample. My hero have a totale armor of 5054 (421 damage reduse points) with a plate armor and haevy shield. If I put a  chainmail armor on it will lower my armor 368 (30 hit points) but will boost my agility hit 20% from 51 to 61 what give more 10% chance to avade a shot. Most enemy weapons damege is lower that my armor reduse points (421). To me it means that I am over armoring my hero at the cost of agility. The armor help with the critical hit but if I can evade the git from the first place it is better for me..

What do you think

Offline vorstervorst

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Minimum hit %
« Reply #8 on: September 10, 2010, 04:48:20 PM »
I know there is a maximum hit % of 75% but are there a minimum hit % or is it able that one can get 0% hitting chance

Cuorion

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Re: Game and battle machanics
« Reply #9 on: September 10, 2010, 06:57:39 PM »
First of all, let's keep all battle mechanics questions in one topic.

Now, let me correct some of your misunderstandings.


1) Damage increase by 1 % (minimum and maximum) for each 4 strength points or 0.1 damage (minimum and maximum) for each 4 strength points.

You gain 1% bonus to your base damage for every 4 strength points, not 0.1 damage for each 4 points. For example, if I have 100 strength, it will give me +20% to my damage, not 2,5 damage. +20% can be 2,5 damage if your weapon's damage is 10, but it can also be 80 if your weapon's damage is 400.


2)Determines the hero's chance for successful attack (enemy's agility is taken into account as well). With both your dexterity and enemy's agility equal, the chance for successful hit is 75%.

This doesn't mean that the maximum chance to hit is 75%. It meens that it's 75% when those stats are equal. If for example you have 150 dexterity and your enemy has 40 agility, you will hit 100% of the time.


3) I know there is a maximum hit % of 75% but are there a minimum hit % or is it able that one can get 0% hitting chance?


The minimum chance of successful hit is 35%. For example, if your enemy has 50 dexterity, even if you have 200 agility, or even 500, he will still hit you once every three attacks.


4) Damage = Maximum damage of weapon(including all bonuses) - damage reduced by total armor . If that damage is higher then minimum damage of weapon, then that damage is applied in successful hit.  If that damage is lower then minimum damage of weapon, then minimum damage of weapon is applied.  Critical hit multiplies maximum damage with 3. Then armor is applied. And the rest is the same as in normal hit."

This is correct, however there is also one addition. There are some body armors that give "Damage reduced" bonus. This reduction is applied after the damage calculations. This means that if your armor brings enemy damage to their minimum, the damage reduction bonus will bring it even lower.


5) My hero have a totale armor of 5054 (421 damage reduse points) with a plate armor and haevy shield. If I put a  chainmail armor on it will lower my armor 368 (30 hit points) but will boost my agility hit 20% from 51 to 61 what give more 10% chance to avade a shot. Most enemy weapons damege is lower that my armor reduse points (421). To me it means that I am over armoring my hero at the cost of agility. The armor help with the critical hit but if I can evade the git from the first place it is better for me..

It may still not be enough though. Check your enemies' average dexterity. By your armor values I'd say you're around tier 3 right now. 50 or 60, or even 70 agility will probably not make enough difference to bring your enemies' chance to hit lower than 100%.


What Crassus told you about strength and block is also true.
You should write your example battle again, with these new info taken into consideration so we can see if you're accurate enough or if further explanation is required.


P.S.: Choosing your equipment is not an easy task and in most of the cases, there's no "right" or "wrong" choice. Make a plan in your mind and see if it works.
« Last Edit: September 10, 2010, 07:12:36 PM by Cuorion »

Offline vorstervorst

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Re: Game and battle machanics
« Reply #10 on: September 11, 2010, 08:51:38 AM »
Thanx. You realy made some point very clear, that was the info I was looking for. I will look at my calculations again