Damage: Difference between revisions

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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.
== Examples ==
The two examples below serve as an example of damage-details such as attack types and specific wording will not be addressed. ''For more details on [[combat]], check out the article.''


== Sliding Scale ==
'''Example #1: Uncompressed Attacks (advanced)'''
One such factor is a character's [[+hit]] stat. From "help damage sliding scale:"
[[File:Damage-example-uncom.jpg|frame|right|link=]]
An expanded mode to combat can be seen by using the <code>output compress my attacks</code> and <code>output compress enemy attacks</code> toggles. In this example to the right, you see combat output with uncompressed attacks. You'll see a variety of things:
* A [[morgal's shield]] doing <code>grazes (9)</code> damage
* A [[warrior native]] attack doing <code>shending (56)</code> damage
* A [[tempalus]] blade doing <code>MAIMS (1005</code>) damage
* A left [[bludgeon]] doing <code>MAIMS (1165)</code> damage
* Another tempalus blade hitting for <code>MAIMS (1090)</code>
* Another left bludgeon hitting for <code>DEHISCES (993)</code>
* A blow from [[wings of Ontonai]] doing <code>SUNDER (1648)</code> damage
* A charge for DISMEMBERING (1405)
* Another tempalus blade hitting for <code>MAIMS (1090)</code>
* Another left bludgeon hitting for <code>MAIMS (1104)</code>
* Another tempalus blade hitting for <code>DISMSMBERS (1311)</code>
* Another left bludgeon hitting for <code>MAIMS (1107)</code>
* A last tempalus blade hitting for <code>ERADICATES (8777)</code>
...this single [[round]] hit for 21,085 damage, while the warrior native hit for 56 damage.


Damage sliding scale:
'''Example #2: Compressed Attacks (simple)'''
[[File:Damage-example-com.png|frame|right|link=]]
Damage done in battle is based off of many factors. The factor that determines
In this example round of combat, you'll see two lines only:
how the damage sliding scale moves is based on an attacker's ability to [[hit]] a
* A beam of light hitting for ERADICATES (7981) damage onto a native shaman
target. The concept of the damage sliding scale is very simple:
* 12 attacks hitting for SUNDERING 1602, indicating a total (in brackets to the left) of 19,224 damage.
This opening round of combat shows a leading off [[prevent]], [[holy light]], that initiated combat, and a round immediately follows it. The output for combat is compressed, so you don't see individual weapon attacks, misses, parries, racials, or other information, just an overview.
    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.
 
{| class="wikitable"
!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+
|}

Revision as of 08:48, 30 September 2020

Examples

The two examples below serve as an example of damage-details such as attack types and specific wording will not be addressed. For more details on combat, check out the article.

Example #1: Uncompressed Attacks (advanced)

Damage-example-uncom.jpg

An expanded mode to combat can be seen by using the output compress my attacks and output compress enemy attacks toggles. In this example to the right, you see combat output with uncompressed attacks. You'll see a variety of things:

  • A morgal's shield doing grazes (9) damage
  • A warrior native attack doing shending (56) damage
  • A tempalus blade doing MAIMS (1005) damage
  • A left bludgeon doing MAIMS (1165) damage
  • Another tempalus blade hitting for MAIMS (1090)
  • Another left bludgeon hitting for DEHISCES (993)
  • A blow from wings of Ontonai doing SUNDER (1648) damage
  • A charge for DISMEMBERING (1405)
  • Another tempalus blade hitting for MAIMS (1090)
  • Another left bludgeon hitting for MAIMS (1104)
  • Another tempalus blade hitting for DISMSMBERS (1311)
  • Another left bludgeon hitting for MAIMS (1107)
  • A last tempalus blade hitting for ERADICATES (8777)

...this single round hit for 21,085 damage, while the warrior native hit for 56 damage.

Example #2: Compressed Attacks (simple)

Damage-example-com.png

In this example round of combat, you'll see two lines only:

  • A beam of light hitting for ERADICATES (7981) damage onto a native shaman
  • 12 attacks hitting for SUNDERING 1602, indicating a total (in brackets to the left) of 19,224 damage.

This opening round of combat shows a leading off prevent, holy light, that initiated combat, and a round immediately follows it. The output for combat is compressed, so you don't see individual weapon attacks, misses, parries, racials, or other information, just an overview.