Damage: Difference between revisions

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Damage usually refers to the  
Nodeka's battle system is dynamic and highly involved–there is a lot of back-end math that resolves to actual numbers. Many factors lead into the actual damage dealt, beyond things like [[strength]] and [[+dam]] modifiers. [[Dexterity]], [[speed]], [[weapon dice]], [[resistance]]s, [[racials]], current [[affects]], and handedness, all play into the calculation.
 
 


== Sliding Scale ==
== Sliding Scale ==

Revision as of 08:19, 30 September 2020

Nodeka's battle system is dynamic and highly involved–there is a lot of back-end math that resolves to actual numbers. Many factors lead into the actual damage dealt, beyond things like strength and +dam modifiers. Dexterity, speed, weapon dice, resistances, racials, current affects, and handedness, all play into the calculation.

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+