|
Raven
Пользователь
Откуда: Владик Регистрация: Февр. 2004
Всего: 408 сообщений
|
Oh, that`s easy. When you attack somebody, first calculating is chance to hit: Base chance = skill level for curent weapon (i.e. for Small Guns=90%, base to hit = 90%) Then Range: Range = weapon_range + perception_mod Perception Range(Hexes) 1 1 2 3 3 5 4 7 5 9 6 11 7 13 8 15 9 17 10 19 Now Chance to hit=Base_chance - 3*(Distance_to_target - Range) For char with pe=5 and shotgun (range=10) firing at target 20 hex away from you: Chance=90 - 3*(20 - (10+5))=90-15=75% Then substract 20% if you shoot at night (for ranged weapons only). And then substract target AC. So if you shoot at night at critter with ag=10 (Base AC=10) wearing leather armor(AC+8): Chance= 75%-20%-18%=37% Finaly, if you do a called shoot, substract called shhot penalty: Body 0% Legs -20% Arms,grain -30% Head -40% Eyes -60% But this increase a chance to do critical by: Arms +10% Legs,grain +20% Head +25% Eyes +30% When you calculate you chance_to_hit roll was made. If you success - you hit the target. Then goes critical hit roll and critical fail roll (don`t know the order). Chance for critical: Crit_chance=Base_chance(Luck+maybe Finese trait) + weapon modifier(mostly for hand to hand combat) + called modifier If you do critical the random (not truly random, at least for close combat) effect followed: Broke arm Broke leg x3 damage x2 damage x1.5 damage Knockout for 1-4 turns Knockdown (4 AP to get up, when critter on the ground agility bonus = 0) Ignore armor Blinding (-1 PE + most of the critters will get out from you) Instant death (seems that "size does matter" Chance for critical fail is 3% + unknown luck_bonus (seems that for player luck_bonus is always 0 and for critters only player luck has effect, but not critter luck. Jinxed trait affect this bonus, but how - i don`t now). Effects: Weapon jam (must reload weapon) Bullet jum (must reload + lost turn) All AP lost weapon dropped Weapon exploded (10-37 damage for 2 hexes from explosion) Missed target and hit at closest critter to target Damage yourself ( 1/2 of normal damage) Fall down (lost all AP, -4 AP next turn) Weapon was broke Now damage calculating. Ammunition statistics: AC mod - add to target AC (so when it negative - good) DR - damage resistant mod - substract from target armour DR (lesser - better. Can be negative) DMG - damage mod - this value multiple with weapon damage. Can be 1/2, 1/1, 2/1 (halfed, normal, double) Armour statistics: AC - adds to critter AC DT - damage treshhold - substract from damage (damage=20 and DT=4 , real damage =16) DR - damage resistance - percent value for each type of damage. damage=damage - damage*DR (normal damage=20, normal DR=12%, real damage=20 - 2,2=20-2=18) So finaly: Real damage = (damage-DT) - (damage-DT)*DR (damage=20,dt=4,DR=12%, real damage=16 - 16*12%=16 - 1,92=16-1=15) Don`t forget to do the english-english translste for the Ianout developers :-)
|
Отправлено: 3:39 - 26 Мая, 2004
|
|
mvBarracuda
Member
Откуда: Dresden / Germany Регистрация: Апр. 2004
Всего: 21 сообщение
|
Thx, that helps alot try to find out the other calcs, but it's a nice start thx
|
Отправлено: 17:11 - 26 Мая, 2004
|
|
|
|