Damage: Difference between revisions
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== Sliding Scale == | == Sliding Scale == | ||
One such factor is a character's [[+hit]] stat. From "help damage sliding scale:" | |||
Damage sliding scale: | |||
Damage done in battle is based off of many factors. The factor that determines | |||
how the damage sliding scale moves is based on an attacker's ability to [[hit]] a | |||
target. The concept of the damage sliding scale is very simple: | |||
Damage related: | |||
--------------- | |||
When a target is only marginally hit the damage done to the target is | |||
decreased. When a target is solidly hit the damage done to the target is | |||
generally constant. When a target is very accurately hit the damage done | |||
to the target is increased. | |||
Damage avoidance related: | |||
------------------------- | |||
The more accurate an attack the more difficult it is to avoid. Therefore, | |||
extremely accurate attacks are very difficult to [[parry]] or [[dodge]]. Likewise, | |||
the less accurate an attack the less difficult it is to avoid. Extremely | |||
inaccurate attacks are easier to parry or dodge. | |||
Due to this damage sliding scale the damage done from an attack slides back | |||
and forth, both increasing and decreasing based on the accuracy of the hit. | |||
This sliding scale ensures that targets that are barely hit or perfectly hit, | |||
take damage accordingly. | |||
With the damage sliding scale mechanism in mind deciding how to improve | |||
combat effectiveness is no longer a clear-cut decision. Many times increasing | |||
hit modifiers will affect the damage done to a target, in such a great manner, | |||
it will override the usefulness of increasing one's ability to damage the | |||
target directly through increased damage modifiers. | |||
== Damage Chart == | == Damage Chart == |
Revision as of 08:19, 30 September 2020
Damage usually refers to the
Sliding Scale
One such factor is a character's +hit stat. From "help damage sliding scale:"
Damage sliding scale: Damage done in battle is based off of many factors. The factor that determines how the damage sliding scale moves is based on an attacker's ability to hit a target. The concept of the damage sliding scale is very simple: Damage related: --------------- When a target is only marginally hit the damage done to the target is decreased. When a target is solidly hit the damage done to the target is generally constant. When a target is very accurately hit the damage done to the target is increased. Damage avoidance related: ------------------------- The more accurate an attack the more difficult it is to avoid. Therefore, extremely accurate attacks are very difficult to parry or dodge. Likewise, the less accurate an attack the less difficult it is to avoid. Extremely inaccurate attacks are easier to parry or dodge. Due to this damage sliding scale the damage done from an attack slides back and forth, both increasing and decreasing based on the accuracy of the hit. This sliding scale ensures that targets that are barely hit or perfectly hit, take damage accordingly. With the damage sliding scale mechanism in mind deciding how to improve combat effectiveness is no longer a clear-cut decision. Many times increasing hit modifiers will affect the damage done to a target, in such a great manner, it will override the usefulness of increasing one's ability to damage the target directly through increased damage modifiers.
Damage Chart
While in combat, you will see that the game does not give you an exact amount of damage. You'll see output such as "tickling:," "pummeling," or "battering." The table below will indicate the range of damage you have done to an opponent.
Output | Damage Range |
---|---|
tickle | 1-5 |
graze | 6-10 |
scratch | 11-20 |
bruise | 21-30 |
sting | 31-40 |
wound | 41-50 |
shend | 51-75 |
scathe | 76-100 |
pummel | 101-125 |
batter | 126-150 |
splinter | 151-200 |
disfigure | 201-250 |
fracture | 251-300 |
lacerate | 301-400 |
RUPTURE | 401-500 |
MUTILATE | 501-750 |
DEHISCE | 750-1000 |
MAIM | 1001-1250 |
DISMEM | 1251-1500 |
SUNDER | 1501-1750 |
CREMATE | 1751-2000 |
EVISCERATE | 2001-2500 |
RAVAGE | 2501-3000 |
IMMOLATE | 3001-3500 |
LIQUIFYING | 3501-4000 |
VAPORIZE | 4001-4500 |
ATOMIZE | 4501-5000 |
OBLITERATE | 5001-6000 |
ETHERIALIZE | 6001-7000 |
ERADICATING | 7001+ |