Difference between revisions of "Combat"

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| style="text-align: center;" | ```Chance```
 
| style="text-align: center;" | 1.9%
 
| style="text-align: center;" | 1.9%
 
| style="text-align: center;" | 13.1%
 
| style="text-align: center;" | 13.1%

Revision as of 04:24, 27 November 2017

A detailed examination of Giving and Receiving Damage.

Weapon Skills

Teiravon operates on an "Assumed Hit" system, this means that absent any skill of the target an attack will always hit. This means therefor that weapon skill's function is to reduce the chance of an incoming attack successfully landing.

Range

Attacks made at range must pass an "Aim Check" to determine if the attack was directed successfully at the target. For Ranged weapons this is the only check that must be succeeded at.

Melee

Melee attacks made at a range greater than adjacency must first pass an Aim check like a ranged attack and then go on to be treated as any other melee attack.

The chance to successfully hit your opponent is based then on their defensive skill (Weapon Skill) and all relevant offensive and defensive bonuses.

Skill 0 10 25 50 62.5 82.5 100 125 150
```Chance``` 1.9% 13.1% 23.3% 33.1% 36.6% 41.3% 44.7% 48.8% 52.4%

Add or subtract all relevant offensive or defensive bonuses to get the final result, if the attacker rolls under this defense chance, the attack misses, if not, the attack has hit, but has not yet been confirmed as it can still be negated.

Dodging an Attack

The Dodge skill is checked once an attack is hit but before it's confirmed, if the dodge is successful, the attack misses and the dodger subtracts the cost of the dodge from their stamina.

On Hit