Difference between revisions of "Clouded Horizons:Eighth Realm Mechanics"

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(Physical Damage)
(Physical Defense)
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''' = 1 + 105'''<br/>
 
''' = 1 + 105'''<br/>
 
''' = ~ 106'''
 
''' = ~ 106'''
 +
 +
Elemental affinities remove a portion of damage '''before''' any defensive calculations equal to:
 +
 +
'''Damage * Elemental Affinity'''
 +
 +
Example: The defender is attacked for 100 Fire damage with 25% Fire Affinity. The damage is reduced to 75 (100 - (100 * 0.25)) before defensive calculations are undertaken.
  
 
==Magic Damage==
 
==Magic Damage==

Revision as of 16:30, 5 June 2010

This page explains and elaborates upon the more mechanical aspects of the Eighth Realm's class and combat system.

Chance to Hit

To calculate the chance to land a successful hit, use the following formula:

( (100 x Attacker's Accuracy) / (Attacker's Accuracy + Defender's Evasion) ) x 2 x ( Attacker's Character Level / (Attacker's Character Level + Defender's Character Level) )

Example: A level 20 Warrior with 200 Accuracy attacks a level 10 Alchemist with 100 Evasion. The chance to hit is as follows:

( (100 x 200) / (200 + 100) ) x 2 x ( 20 / (20 + 10) )
= (20,000 / 300) x 2 x (20 / 30)
= 66.6 x 2 x 0.66
= ~87.9%

Physical Damage

To determine the average physical damage a character can inflict with a basic attack, use the following formula:

1 + (0.15 x ( (Weapon Damage + Character Level) ^ 1.5) + Strength OR Dexterity)

Some weapons, such as bows and daggers, use Dexterity instead of Strength to determine damage. The range of damage that could be inflicted is between 10% lower and higher than this value. Attacks cannot inflict less than 1 point of damage.

Example: A level 10 Warrior with 100 Strength has a weapon equipped which has a base damage value of 30. The average damage that is done is:

1 + (0.15 x ( (30 + 10) ^ 1.5) + 100)
= 1 + (0.15 x 252) + 100
= 1 + 37 + 100
= ~ 138

Now, to find the range of this damage, calculate 10% of this value and both subtract that value from and add that value to the average damage.

0.1 * 138 = 13.8
Minimum Damage = 138 - 13.8 = 124.2
Maximum Damage = 138 + 13.8 = 151.8

Elemental affinities add a proportion of damage equal to:

Damage * Elemental Affinity

Example: From the above, 150 damage was rolled as the damage value. With 50% Fire Affinity, an extra 75 damage (150 * 0.5) is added, making a total of 225 damage dealt before defensive calculations.

Physical Defense

To calculate a character's physical defense value, use the following formula:

1 + (0.3 x ( ( (Armor Physical Defense + Character Level) ^ 1.5) + Vitality) )

A character's Physical Defense cannot be lower than 0.

Example: A level 10 Warrior with 100 Vitality has armor equipped with a Physical Defense rating of 30. Their Physical Defense is:

1 + (0.3 x ( ( (30 + 10) ^ 1.5) + 100) )
= 1 + (0.3 x ( (40 ^ 1.5) + 100) )
= 1 + (0.3 x (252 + 100) )
= 1 + 105
= ~ 106

Elemental affinities remove a portion of damage before any defensive calculations equal to:

Damage * Elemental Affinity

Example: The defender is attacked for 100 Fire damage with 25% Fire Affinity. The damage is reduced to 75 (100 - (100 * 0.25)) before defensive calculations are undertaken.

Magic Damage

To determine the average magic damage a character can inflict with a basic attack, use the following formula:

1 + (0.15 x ( (Weapon Damage + Character Level) ^ 1.5) + Mind OR Spirit)

Some skills, such as healing magic, use Spirit to determine the damage dealt instead of Mind. The range of damage that could be inflicted is between 10% lower and higher than this value. Attacks cannot inflict less than 1 point of damage. For an example of this, see the Physical Damage section above.

Magic Defense

To calculate a character's magic defense value, use the following formula:

1 + (0.3 x ( ( (Armor Magic Defense + Character Level) ^ 1.5) + Spirit) )

A character's Magic Defense cannot be lower than 0. For an example of this, see the Physical Defense section above.

Threat

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