Attack Sequence
1) Determine Speed of Attack
2) Determine % Chance to Hit
3) Modify for Chance to Block an Attack
4) Determine Base Weapon Damage
5) Determine Damage Bonuses for Tactics, Anatomy, Lumberjacking and Strength
6) Determine Final Damage
7) Determine Damage Distribution
8) Determine Damage Absorption
9) Apply Resulting Damage

Your Character
Updated March 2010

Speed of Attack (Second-Delay Between Strikes)
The values displayed below indicate the delay, in seconds, between strikes (swings of your weapon). The lower the number, the faster the rate of attack. If your stamina drops during battle, so will your attack speed. The "Swing Speed Increase" item modifier can give an extra bonus. Values are rounded to the nearest tenth of second.
Swing Speed cannot be lower than 1.25 seconds.
Your Stamina:
Weapon Speed:
Swing Speed Increase %:
You have a 2.50 second delay between each swing.
FORMULA: Swing Delay in seconds = Floor((Weapon Speed - Floor(Stamina/30)) * (100.0 / (100 + Swing Speed Increase % item bonus))) / 4
Weapon Speed Attacker's Stamina
0 30 60 90 120 150 180 210
2 2.00 1.75 1.50 1.25 1.25 1.25 1.25 1.25
2.25 2.25 2.00 1.75 1.50 1.25 1.25 1.25 1.25
2.5 2.50 2.25 2.00 1.75 1.50 1.25 1.25 1.25
2.75 2.75 2.50 2.25 2.00 1.75 1.50 1.25 1.25
3 3.00 2.75 2.50 2.25 2.00 1.75 1.50 1.25
3.25 3.25 3.00 2.75 2.50 2.25 2.00 1.75 1.50
3.5 3.50 3.25 3.00 2.75 2.50 2.25 2.00 1.75
3.75 3.75 3.50 3.25 3.00 2.75 2.50 2.25 2.00
4 4.00 3.75 3.50 3.25 3.00 2.75 2.50 2.25
4.25 4.25 4.00 3.75 3.50 3.25 3.00 2.75 2.50
4.5 4.50 4.25 4.00 3.75 3.50 3.25 3.00 2.75
4.75 4.75 4.50 4.25 4.00 3.75 3.50 3.25 3.00
5 5.00 4.75 4.50 4.25 4.00 3.75 3.50 3.25

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% Chance to Hit
Combat Ability is equivalent to the Skill corresponding with the weapon wielded in combat, or the wrestling skill for unarmed combat, increased with Skill Modifiers where appropriate.
The Hit Chance modifier is further increased by the attacker's Hit Chance Increase item modifier and decreased by the defender's Defense Chance Increase item modifier, both of which are capped at 45%.
Your Combat Skill:
Your Hit Chance Increase %:
Targets Combat Skill:
Targets Defense Chance Increase %:
You have a 50 % chance of hitting your target.
FORMULA: Hit Chance% = ( ( [Attacker's Combat Ability + 20] * [100% + Attacker's Hit Chance Increase] ) divided by
( [Defender's Combat Ability + 20] * [100% + Defender's Defense Chance Increase] * 2 ) ) * 100
Minimum hit Chance% is 2% at all times.
(See 'chance to block an attack' below for Final Hit Chance%)
Attacker's Combat Ability Defender's Combat Ability
5 25 50 75 100 120
5 50% 28% 18% 13% 10% 9%
25 90% 50% 32% 24% 19% 16%
50 100% 78% 50% 37% 29% 25%
75 100% 100% 68% 50% 40% 34%
100 100% 100% 85% 63% 50% 43%
120 100% 100% 100% 74% 58% 50%

Chance to Block an Attack
Melee attacks can be fully parried if the defender is using a Shield or Melee weapon. Melee and ranged attacks can be parried. On a successful parry, the attacker will miss completely.
Dexterity:
Parrying:
Bushido:
Chance of blocking with a shield: 0%
Chance of blocking with a 1-handed weapon: 0%
Chance of blocking with a 2-handed weapon: 0%
FORMULA:
Blocking with a shield:
% Chance = (Parrying - Bushido) / 4 (If less than 0, the chance is 0)
(Add 5% if Parrying or Bushido skill is 100 or above)

Blocking with a 1-handed weapon (without a shield):
New = (Parrying * 10) * (Bushido * 10) / 48000 (Add 5% if Parrying or Bushido skill is 100 or above)
Legacy = (Parrying * 10) / 80 (Add 5% if Parrying skill if 100 or above)
% Chance = Whichever is highest of the New and the Legacy formula.

Blocking with a 2-handed weapon:
New = (Parrying * 10) * (Bushido * 10) / 41140 (Add 5% if Parrying or Bushido skill is 100 or above)
Legacy = (Parrying * 10) / 80 (Add 5% if Parrying skill if 100 or above)
% Chance = Whichever is highest of the New and the Legacy formula.

Dexterity Modifier if dex is less than 80*: (80 - Dexterity) / 100 (If Dexterity is higher than 80, the modifier is 0)
Final % Chance of blocking = Base Chance * (1 - Dexterity Modifier)

Damage and Damage Bonuses
1) Determine Base Damage by taking a random value based on the weapon's minimum and maximum damage.
2) Apply stat and skill modifiers derived from magic item properties to base stats and skills.
3) Determine Damage Bonus percentages according to the formulas shown below.
4) Determine Base Damage Bonus% by adding all four bonuses.
5) Add Damage Increase item modifier to Base Damage Bonus% if needed.
6) Determine Final Damage to be applied.
Weapon:
Base Damage: -
Strength:
Tactics:
Anatomy:
Lumberjacking:
Damage Increase %:
Axe Weapon:
You will do 1-1 damage with those stats.
FORMULAS:
Tactics Damage Bonus% = Tactics ÷ 1.6 (Add 6.25% if Tactics >= 100)
Anatomy Damage Bonus% = (Anatomy ÷ 2) (Add 5% if Anatomy >= 100)
Lumberjack Damage Bonus% = Lumberjack ÷ 5 (Add 10% if Lumberjacking >= 100)
Strength Damage Bonus% = Strength * 0.3 (Add 5% if Strength >= 100)
Final Damage Bonus% = Tactics Bonus + Anatomy Bonus + Lumber Bonus + Strength Bonus + Damage Increase Items*
Final Damage = Base Damage + (Base Damage * Final Damage Bonus%)

* Damage Increase is capped at 100%.

  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
Damage is split into Physical, Fire, Cold, Poison and Energy attack depending on the weapon material and Damage Converting item modifiers.
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%
Dull Copper weapons increase durability by 100 points and lower the weapon requirements by 50 points.
Shadow weapons increase durability by 50 points.
Gold weapons increase luck by 40 points and lower the weapon requirements by 50 points.

Damage Absorption
For each damage type, the damage absorption is determined. Damage absorption depends on the type and amount of armor worn, the material the armor is made of, natural resist percentages (for monsters) and Resist Modifiers.
To calculate the absorption for one damage type, add all percentages of the various armor parts for that damage type and add all Resist Modifiers for that damage type.
Material Physical Fire Cold Poison Energy
Dull Copper * +10%        
Shadow * +3% +2%     +7%
Copper +2% +2%   +7% +2%
Bronze +3%   +7% +2% +2%
Gold * +2% +2% +3%   +3%
Agapite +2% +7% +2% +2% +2%
Verite +4% +4% +3% +4% +1%
Valorite * +5%   +4% +4% +4%
Spined Leather * +9%        
Horned Leather +2% +4% +3% +3% +3%
Barbed Leather +3% +2% +3% +3% +5%
Dull Copper armor increases durability by 50 points and lowers the armor requirements by 20 points.
Shadow armor increases durability by 100 points.
Gold armor increases luck by 40 points and lowers the armor requirements by 30 points.
Valorite armor increases durability by 50 points.
Spined Leather armor increases luck by 40 points.

The final step in the combat process is the applying of the damage:

  1. Final damage is split into the five possible damage types (Physical, Fire, Cold, Energy and Poison) using the Damage Distribution percentages.
  2. For each damage type the damage is reduced by the Damage Absorption for that damage type.
  3. 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.
  4. Every time a weapon hits, it's durability is decreased by 0 to 1 points.
  5. 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..

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