Combat stats and attacks

Combat stats and attacks

Demo 0.11.2

How it works

Attack turn

  1. Each fight starts with your ward full and your armour unbroken. Each turn waits Attack interval, then attacks.
  2. The turn's attack is drawn when it starts: each special attack of your equipped items at its chance, the normal attack for the chance left over. When the chances add up to 1 or more they are scaled to sum to 1, and the normal attack is never drawn. A selected spell with its own attack replaces them all.
  3. An attack needs its ammo and, for a spell, its runes; without them the turn ends with no attack and the next turn waits again.
  4. Every hit of the attack follows the attack sequence below; an attack with several hits waits each hit's own interval between them. Then the next turn starts.
  5. Eating by hand or changing the spell restarts the turn: the wait starts over and a new attack is drawn. Auto eat does not.

Attack

  1. Pre-hit effects apply first, each at its chance.
  2. The attack misses a target with Immunity from. An avoidable attack also needs Hit chance; an unavoidable one always hits.
  3. Damage is the sum of the hit's damage formulas. Normal damage rolls uniformly between percent × Min hit and percent × Max hit; max hit, max hitpoints, current hitpoints and damage dealt formulas deal their percent of that value; fixed and fixed range formulas deal their own numbers. Each is truncated.
  4. A critical hit, with Critical hit chance, multiplies the damage by Critical hit multiplier, truncated. The target's Attack damage negation chance reduces it to 0.
  5. Above 0, damage becomes trunc(max(1, d × (1 + Percent damage dealt) × (1 + the target's Percent damage taken + Percent damage taken from + Percent damage taken from attacks) × (1 − Resistance) × (1 − ward ÷ max ward) − the target's Armour)). The ward factor applies to a target with ward, and armour until it breaks.
  6. The target loses that health and reflects Percent attack reflect of it. A target with ward also loses 1 ward, 2 with Double ward damage chance. A hit of at least the target's Armour breaks its armour when its Base armour is above 0.
  7. On-hit effects then apply, each at its chance.

Combat level

  1. A character's combat level is max(1, floor(Σ level × ratio)) over its combat style's combat level ratios; a level it lacks counts as 1.
  2. An enemy's combat level is the highest over its combat styles.

Game messages

Reduces all damage taken by a flat amount equal to the Armour value. This is the final damage calculation step.

The tooltip of your Armour. It subtracts after every multiplier, and stops counting for the rest of a fight once a hit of at least its value breaks it.

Reduces all damage taken by the percent (%) difference of Current Ward / Maximum Ward. Ward is reduced by 1 per Hit (Weapon only).

The tooltip of your ward. Each hit takes 1 ward, or 2 with Double ward damage chance.

Armour Broken!

A hit of at least the target's Armour breaks it, when its Base armour is above 0. From then armour no longer reduces that target's damage taken in the fight.

This is your style Combat Level. Your Combat Level changes based on your active Combat Style.

The tooltip of your combat level, named after your current combat style. Each style weighs your skill levels by its own ratios, so changing style changes the level.

Tables

Combat styles
Combat styleAttack stancesCombat levelAccuracy rating levelsEvasion levelsMax hit
MeleeStab, Slash, Crush, Block0.325 × Attack + 0.325 × Strength + 0.25 × Defence1 × Attack1 × DefenceStrength bonus max hit over 1 × Strength and Melee Strength Bonus
RangedAccurate, Powerful, Long-Range0.4875 × Ranged + 0.25 × Defence1 × Ranged1 × DefenceStrength bonus max hit over 1 × Ranged and Ranged Strength Bonus
MagicEmpowered, Focused0.4875 × Magic + 0.25 × Defence1 × Magic0.3 × Defence + 0.7 × MagicDamage bonus max hit over 1 × Magic and Spell Max Hit and Magic Damage Bonus

Formulas

Combat stat: modified stat total
(max(0, round((Base stat total + Flat combat stat value) × (1 + Percent combat stat value))) if not Combat stat allow negative, otherwise round((Base stat total + Flat combat stat value) × (1 + Percent combat stat value))) if not Combat stat is percent, otherwise max(0, (Base stat total + Flat combat stat value) × (1 + Percent combat stat value)) if not Combat stat allow negative, otherwise (Base stat total + Flat combat stat value) × (1 + Percent combat stat value)
Power rating: modified value
max(trunc((Base value + Flat power rating) × (1 + Percent power rating)), 1)
Protection rating: modified value
max(trunc((Base value + Flat protection rating) × (1 + Percent protection rating)), 0)
Combat level: modified level
trunc(Base level + Flat combat level)
Evasion rating: base evasion rating
trunc(floor((Σ(level × ratio over Stance combat style evasion levels) + 9) × (Combat stats[Stance evasion stat] + 64)))
Evasion rating: evasion rating
max(trunc(floor(Base evasion rating × (1 + Percent evasion rating) + Flat evasion rating) × (1 − clamp(Darkness penalty, 0, 20) × 0.05)), 1)
Base max hit
Combat style max hit formula compute max hit(Modified combat stat totals, Modified combat levels)
Max hit
max(trunc(floor((Base max hit × (1 + Percent max hit) + Flat max hit) × (1 + Max hit combat triangle))), 1)
Min hit
clamp(trunc(floor(1 + Flat min hit + Max hit × Min hit based on max hit)), 1, Max hit)
Darkness penalty
trunc(Area darkness × (1 + Percent darkness) + Flat darkness − Flat light)
Base accuracy rating
trunc(floor((Σ(level × ratio over Attack stance combat style accuracy rating levels) + 9) × (Modified combat stat totals[Attack stance accuracy stat] + 64)))
Accuracy rating
max(trunc(floor(Base accuracy rating × (1 + Percent accuracy rating)) × (1 − 0.05 × clamp(Darkness penalty, 0, 20))), 1)
Base attack interval
trunc(Modified combat stat totals[Combat style attack interval stat])
Attack interval
Base max hitpoints
Modified combat levels[Combat style max hitpoints level] × 10
Max hitpoints
Base max ward
max(trunc(Base combat stat totals[Combat style max ward stat]), 0)
Max ward
trunc(Modified combat stat totals[Combat style max ward stat])
Base armour
max(trunc(Base combat stat totals[Combat style armour stat]), 0)
Armour
max(trunc(Modified combat stat totals[Combat style armour stat]), 0)
Lifesteal
0 if Disable lifesteal > 0, otherwise Modified combat stat totals[Combat style lifesteal stat]
Critical hit chance
Critical hit multiplier
Strength bonus max hit
trunc(floor(22 + Σ(level × ratio over Levels) + (Σ(level × ratio over Levels) + 17) × Combat stats[Strength bonus stat] ÷ 64))

Used by MeleeRanged

Damage bonus max hit
trunc(floor(Combat stats[Max hit stat] × (1 + Combat stats[Damage bonus stat]) × (1 + (Σ(level × ratio over Levels) + 1) ÷ 200)))

Used by Magic

Modifiers

ModifierGranted by
Flat max hit
Percent max hit
Max hit combat triangle
  • Melee vs. Ranged10% Increased maximum hit
  • Ranged vs. Melee-10% Decreased maximum hit
  • Ranged vs. Magic10% Increased maximum hit
  • Magic vs. Ranged-10% Decreased maximum hit
  • Magic vs. Melee10% Increased maximum hit
  • Melee vs. Magic-10% Decreased maximum hit
Flat min hit
Min hit based on max hit
Percent darkness
  • Blue Moon-25% Area Darkness in Combat
Flat darknessNone in the demo
Flat light
Percent accuracy rating
Flat attack intervalNone in the demo
Percent attack interval
Flat max hitpointsNone in the demo
Percent max hitpointsNone in the demo
Disable lifesteal
Percent damage taken
Percent damage dealtNone in the demo
Attack damage negation chance
  • TellusAstrologyMajor 4Item equipped to Offhand Slot: +4% chance to negate the damage dealt by an attack
Double ward damage chance
Flat critical hit chance
Flat critical hit multiplier
Percent attack reflect
Flat combat stat value
Percent combat stat value
  • AttackAttack Rank 3+8% Stab Attack Bonus
  • AttackAttack Rank 3+8% Slash Attack Bonus
  • AttackAttack Rank 3+8% Crush Attack Bonus
  • AttackAttack Rank 3+8% Block Attack Bonus
  • StrengthStrength Rank 3+6% Melee Strength Bonus
  • StrengthStrength Rank 3+6% Ranged Strength Bonus
  • RangedRanged Rank 3+8% Accurate Attack Bonus
  • RangedRanged Rank 3+8% Powerful Attack Bonus
  • RangedRanged Rank 3+8% Long-Range Attack Bonus
  • MagicMagic Rank 3+8% Empowered Attack Bonus
  • MagicMagic Rank 3+8% Focused Attack Bonus
  • Armour Dent-10% Armour
Flat power rating
Percent power rating
Flat protection rating
Percent protection rating
Flat combat level
Flat evasion rating
Percent evasion rating