![]() a staff that helps with casting success but increases hunger, or increases power but reduces success). One way to support this could be new spell staves, e.g. Maybe Int could represent the ability to channel this power (success and hunger)… Not sure what the separation should be. Spellcasting could represent flexibility (the ability to take on lots of spells, and having MP). Keskitalo: Affinity with the schools could represent raw power. On the other hand, the low bonus to the success and power of spells from Spellcasting fits within the “flexibility” idea. a two-tier power cap) after that, you'd need strong spell school skills. Perhaps Int could keep helping power, but only to a certain point (i.e. Perhaps spell schools would help with success, but only if your Int wasn't high enough, and that help would increase the hunger costs if it was needed. Between 0.8 and 0.13, melee weapons of speed suffered a -10% penalty to damage.There are endless variations: We could take out Spellcasting out of the power formula, but have Spellcasting and/or Int provide a minimum power.In 0.13 the effect of stats on melee was doubled.In 0.27, the strength modifier was simplified and made nonrandom.In 0.29, launcher, long blade, and short blade damage now scale with Dexterity rather than Strength.For this player, a +5 dagger would be inferior to a +0 rapier (if not used for stabbing). The dagger would deal up to 10 damage per 10 aut, while the rapier would deal up to 20. So, the stat and skill bonuses increase the dagger's damage by 25% and the rapier's damage by 62%. The same player wielding a +0 rapier with a base damage of 8 can do up to 13 damage. With no slaying bonuses, a +0 dagger with a base damage of 4 cannot do more than 5 damage.For example, take a player with Dex = 12 and Short Blades skill = 12: This rounding is worse with a weapon with low base damage. Each term in the formula is calculated in sequence and is rounded down to an integer. ![]() The added damage then ignores AC, but can be affected by resistances and vulnerabilities. Weapon brands with multiplicative bonuses are applied after the damage formula, including AC reduction.In the weapon's inventory description the (Skill) bonus is the Skill modifier * Fighting modifier assuming an average roll for the uniform() function used in calculating these modifiers.But as characters gain more skill and stats, only base damage gets multiplied, having a greater effect. At very low skill levels, the value of 1 base damage and +1 enchantment are approximately the same.Effect of weapon and fighting skills is random, with a linear distribution between 0 and the maximum.The main contributions to weapon damage are: base damage, weapon skill (Maximum of +108% at level 27) and fighting skill (Maximum of +67.5% at level 27).The Weak status effect: Multiply by 0.75.If it is an additional cleaving attack: Multiply by 0.7. ![]() Added or subtracted from sources of slaying.The other main advantage to raising a weapon/unarmed skill is decreasing your attack delay.1 + uniform(Weapon skill)/25 (not applied to unarmed or throwing).There is a minimum modifier of 0.01 (1%), at -30 stat.Other weapons and Unarmed Combat use strength. Short Blades, Long Blades, and Ranged Weapons use dexterity. ![]()
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