Defensive strength: Difference between revisions
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'''Defensive strength''' is a numerical value of a character's defenses. This number comprises of three main categories: parry defense, shield defense, and evade defense. A character's DS can also be enhanced by various [[spell]]s, some of which merely add a flat DS bonus, while others may indirectly add to DS via [[Dodge]] ranks, such as the [[Mass Blur (911)|Mass Blur]] spell in the [[Wizard Base]] [[spell circle]]. [[Enchant Item (925)|Enchanted]] [[shield]]s and [[armor]] provide a permanent bonus, as long as the item is being used. |
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'''Defensive Strength''' ('''DS''') is the numerical value subtracted from an [[attack roll]] due to a character's defenses. This includes bonuses from the defender's skills in evading, blocking, and parrying attacks, their combat stance, their active spells, any enchantments that may be on their equipment, as well as environmental factors such as exceptionally bright or dark rooms. |
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== Formulas to Determine a Character's Defensive Strength == |
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*[[Parry]] defense can be found in either the Parry article or no various other pages, such as [[Two Weapon Combat]] where it lists the parry defense formulas for both primary hand and off-hand weapons. |
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*[[Shield]] defense calculations can be found on the [[Shield Use]] page. |
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*[[Evade]] defense is a function of the [[Dodge]] skill, and therefore the formula can be found there. |
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== Formulas == |
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Room lighting and fog conditions have been shown to affect DS. These bonuses/penalties are independent of the defender's stance. The spell [[Light (205)]] can control the level of illumination in a room. The environmental effects are outlined below: |
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'''Defensive Strength Formula''': |
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{| {{prettytable}} |
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{{equation box|{{big|'''Total Defensive Strength = Generic Defense + Evade Defense + Block Defense + Parry Defense'''}}}} |
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*'''[[Evade]]''' |
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*'''[[Block]]''' |
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*'''[[Parry]]''' - defense for one-handed and two-handed weapons |
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**[[Polearm Weapons]] - defense for polearms |
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**[[Art of the Bow (guide)]] - parry defense for ranged weapons |
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**[[Two Weapon Combat]] - parry defense for offhand weapons |
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**[[Runestaff]] - parry defense for staff users derived from magic skills |
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'''Generic Defense''' |
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Generic defense consists of the defender's active spells/maneuvers and the environmental conditions of the room. |
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Some spells, such as [[Elemental Defense I]], add a flat DS bonus against all attacks. Other spells, such as [[Spirit Warding I]], add a bonus against specific types of attacks (in this case, against magical [[bolt]]s). And still others contribute instead to evade, block, or parry defenses: for example, [[Mass Blur]] adds to evade defense, which can result in a different final bonus based on whether the defender is wearing heavy armor or holding a shield (less evade defense for larger shields). |
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'''Status Conditions''' |
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*sitting/kneeling/prone: -50 DS penalty, and reduced chance for an outright evade/block/parry (-25% if sitting/kneeling, -50% if prone) |
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*[[stun]]ned: -20 DS penalty, -50% reduced chance for an outright evade/block/parry |
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*[[immobilized]] (bound)/[[web]]bed - -50 DS penalty, cannot evade or parry |
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== References == |
== References == |
Latest revision as of 15:52, 22 June 2017
Defensive Strength (DS) is the numerical value subtracted from an attack roll due to a character's defenses. This includes bonuses from the defender's skills in evading, blocking, and parrying attacks, their combat stance, their active spells, any enchantments that may be on their equipment, as well as environmental factors such as exceptionally bright or dark rooms.
Formulas
Defensive Strength Formula:
Total Defensive Strength = Generic Defense + Evade Defense + Block Defense + Parry Defense |
To calculate a character's Defensive Strength, one adds the values from the categories listed above. Formulas for each type of defense can be found on the following articles:
- Evade
- Block
- Parry - defense for one-handed and two-handed weapons
- Polearm Weapons - defense for polearms
- Art of the Bow (guide) - parry defense for ranged weapons
- Two Weapon Combat - parry defense for offhand weapons
- Runestaff - parry defense for staff users derived from magic skills
Generic Defense
Generic defense consists of the defender's active spells/maneuvers and the environmental conditions of the room.
Some spells, such as Elemental Defense I, add a flat DS bonus against all attacks. Other spells, such as Spirit Warding I, add a bonus against specific types of attacks (in this case, against magical bolts). And still others contribute instead to evade, block, or parry defenses: for example, Mass Blur adds to evade defense, which can result in a different final bonus based on whether the defender is wearing heavy armor or holding a shield (less evade defense for larger shields).
Environmental Conditions
Condition | Effect | LM SENSE messaging |
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Average | +0 DS | pretty average lighting |
Bright | -10 DS | extremely bright |
Dark | +20 DS | rather dark |
Foggy | +30 DS | pretty foggy |
Status Conditions
- sitting/kneeling/prone: -50 DS penalty, and reduced chance for an outright evade/block/parry (-25% if sitting/kneeling, -50% if prone)
- stunned: -20 DS penalty, -50% reduced chance for an outright evade/block/parry
- immobilized (bound)/webbed - -50 DS penalty, cannot evade or parry