| You will do 36-41 damage with those stats. |
| |
Tactics Bonus |
Anatomy Bonus |
Lumberjack Bonus |
Strength Bonus |
Damage Increase Bonus |
| 10 |
6.25% |
10% |
2% |
3% |
10% |
| 20 |
12.5% |
15% |
4% |
6% |
20% |
| 30 |
18.75% |
20% |
6% |
9% |
30% |
| 40 |
25% |
25% |
8% |
12% |
40% |
| 50 |
31.25% |
30% |
10% |
15% |
50% |
| 60 |
37.5% |
35% |
12% |
18% |
60% |
| 70 |
43.75% |
40% |
14% |
21% |
70% |
| 80 |
50% |
45% |
16% |
24% |
80% |
| 90 |
56.25% |
50% |
18% |
27% |
90% |
| 100 |
68.75% |
55% |
30% |
35% |
100% |
| 110 |
75% |
60% |
- |
38% |
- |
| 120 |
81.25% |
65% |
- |
41% |
- |
| 125 |
- |
- |
- |
42.5% |
- |
| Damage Distribution |
| Material |
Physical |
Fire |
Cold |
Poison |
Energy |
| Metal |
100% |
|
|
|
|
| Dull Copper * |
100% |
|
|
|
|
| Shadow * |
80% |
|
20% |
|
|
| Copper |
70% |
|
|
10% |
20% |
| Bronze |
60% |
40% |
|
|
|
| Gold * |
100% |
|
|
|
|
| Agapite |
50% |
|
30% |
|
20% |
| Verite |
40% |
|
|
40% |
20% |
| Valorite |
40% |
10% |
20% |
10% |
20% |
| Damage Absorption |
| Material |
Physical |
Fire |
Cold |
Poison |
Energy |
| Dull Copper * |
+6% |
|
|
|
|
| Shadow * |
+2% |
+1% |
|
|
+5% |
| Copper |
+1% |
+1% |
|
+5% |
+2% |
| Bronze |
+3% |
|
+5% |
+1% |
+1% |
| Gold * |
+1% |
+1% |
+2% |
|
+2% |
| Agapite |
+2% |
+3% |
+2% |
+2% |
+2% |
| Verite |
+3% |
+3% |
+2% |
+3% |
+1% |
| Valorite * |
+4% |
|
+3% |
+3% |
+3% |
| Spined Leather * |
+5% |
|
|
|
|
| Horned Leather |
+2% |
+3% |
+2% |
+2% |
+2% |
| Barbed Leather |
+2% |
+1% |
+2% |
+3% |
+4% |
The final step in the combat process is the applying
of the damage:
- Final damage is split into the five possible damage types (Physical, Fire,
Cold, Energy and Poison) using the Damage Distribution percentages.
- For each damage type the damage is reduced by the Damage Absorption for
that damage type.
- The resulting five damages are added together and rounded down to the nearest
whole number to give the amount of damage that is subtracted from the target's
hitpoints.
- Every time a weapon hits, it's durability is decreased by 0 to 1 points.
- Every time a piece of armor is hit, it's durability is decreased by 0 to
2 points.
See the pages on Fencing, Mace
Fighting, Swordsmanship and Wrestling to
learn more about the Special
Moves you can use in combat..
|
|