Hey everybody, thanks for stopping in!
I've been trying to figure out the offensive and defensive combat tables and was wondering if anyone has any concrete answers on how they work?
* For example, a character with 15% block from talents, 25% from shield, and 15% dodge from talents... is each rolled individually or are they rolled as 40% block and 15% dodge, ... i'm thinking based on the proc rate of the "chance on block" talent that the dodge values are checked before any block values. (I'm speculating that the values are added before being checked simply because additive is easier to code than iterations, but that's just a guess.)
* When your character does get hit (Xeria forbid! :speech when are your [proc when hit] effects checked (and are they checked individually or all at once?), is damage mitigation (armor and type resistance) checked before or after damage reflection?
* Offensively, is it a single roll table where crit chance is mashed in with everything that has a chance to proc an effect on hit (making them all mutually exclusive), a two roll system where [crit] is checked then the total value of all [proc chance] percentages or is each rolled individually? (I havn't seen multiple "on hit" effects trigger on the same swing so i'm thinking it's the second here as well?)
Any information would be greatly appriciated!
Accy
Theorycrafting DS2 Combat Tables?
- Xzeihoranth
- Posts: 30
- Joined: Fri Jan 30, 2009 11:39 pm
- Location: Ohio
- Contact:
I think...
First and foremost is "chance to be hit". If successful, chance to dodge the attack if it were successful. Chance to block if still successful. If blocking failed and you are finally hit...damage reduction from armor/spells is calculated and you take a numerical damage. Damage reflected is based off this number and returned. Proc'ed effects "when hit" are calculated individually only if you are successfully hit. If you have 5 effects "when struck" they could all activate upon one attack (i have frozen, grasping vined, and lightning all from 1 hit, and froze+berzerked upon 1 attack).
Not sure tho as I don't dabble in this too much.
1) Chance to be hit
2) Dodge
3) Block
As you can only block a successful hit, dodge would come first too determine if you will be hit
First and foremost is "chance to be hit". If successful, chance to dodge the attack if it were successful. Chance to block if still successful. If blocking failed and you are finally hit...damage reduction from armor/spells is calculated and you take a numerical damage. Damage reflected is based off this number and returned. Proc'ed effects "when hit" are calculated individually only if you are successfully hit. If you have 5 effects "when struck" they could all activate upon one attack (i have frozen, grasping vined, and lightning all from 1 hit, and froze+berzerked upon 1 attack).
Not sure tho as I don't dabble in this too much.
1) Chance to be hit
2) Dodge
3) Block
As you can only block a successful hit, dodge would come first too determine if you will be hit
- Xzeihoranth
- Posts: 30
- Joined: Fri Jan 30, 2009 11:39 pm
- Location: Ohio
- Contact:
Can't imagine it being anything significant at all. If you watch you could be standing still casting and you're CM gets lucky and DOESN"T get hit just in time for you to realize "I need to move him/her fast"
I find it hard to believe that armor rating does little more than soften damage taken. Would be...well...weird if it didn't calculate a chance to be hit as well.
Most noticeable fighting things 10+ levels below you.
I find it hard to believe that armor rating does little more than soften damage taken. Would be...well...weird if it didn't calculate a chance to be hit as well.
Most noticeable fighting things 10+ levels below you.
- Garena_sucks
- Posts: 15
- Joined: Fri Feb 27, 2009 11:30 am
- Contact:
I am just trying to answer the thing about evasion stacking you were saying. I think the percentage evasion values won't get simply all added up or else the chance of evasion will become too high and too easily noticeable(40% is very high almost half attacks don't hit!). I think all different kinds of skills related to evasion will work differently and not stack. That would mean that wind embrace and ranged evasion skill would work as different probabilities in the programming. That way both chances can overlap so that it doesn't stack but 2 probabilities give you a clear advantage. This works with critical strike. Crits from skill and weapon(which have crit as bonus ability) work differently. I think same would apply for evasion.