Difference between revisions of "Dogs Of War Online - Rules"

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(Hit Chance)
 
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Version EN
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= General Formula =
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The formula used for most of the rolls looks like this :<br>
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'''Success = 80% + (5% x STAT) - (5% x DIFFICULTY)'''
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<br>
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* A unit rolls a STAT against a DIFFICULTY.
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* STAT can be the Willpower against a Fear or a Cast Difficulty, or the unit's Precision during an attack.
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* DIFFICULTY can be a value of Fear, a Cast Difficulty, or an enemy's Parry during an attack.
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* Chance minimum = 1, Chance maximum = 100
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<br>
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= Turn Initiative =
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At the beginning of each turn, the game will decide which player plays first.<br>
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This decision is based on each faction's discipline score :<br>
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* Lion : 3
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* Wolf : 1
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* Ram : 0
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A d6 roll is added to this score.<br>
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The player with the higher result gets the initiative for the turn.<br>
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In case of a draw, the base discipline is used without the d6 roll.<br>
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In case of another draw, a coin is tossed.<br>
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* 1 - d6 + discipline vs d6 + discipline
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* 2 - discipline vs discipline
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* 3 - random between the players (coin tossing)
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<br>
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= Hit Chance =
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When a unit tries to hit an other unit, either on melee or range attack, it has to succeed a roll of its Precision against its target's Parry.<br>
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'''Hit = 80% + (5% x Precision) - (5% x Parry)'''<br>
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The damages inflicted are calculated depending on the units Damage and Toughness stats (see the Damage Table below).
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=== Critical Hit ===
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If the result of the roll is 1, the attack will inflict Critical damages. The inflicted damages will be read in the dedicated column of the Damage Table (see below).
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=== Range Modifiers ===
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When a ranged unit shoots on a distant target, its chances to hit depend on the obstacles on the projectile's path :
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* If at least 1 light cover : -30% penalty
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* If at least 1 heavy cover : -60% penalty (not cumulated with light cover)
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* For each unit on the path : -15% penalty
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Additional modifiers :
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* short range : 20% bonus
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* Long range : -40% penalty
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* If the shooter moved : -10% penalty
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=== Scatter ===
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When a range unit shoots on a target, there is a risk of scatter. The computation of this risk depends on the chances of miss. Units concerned by the Scatter are the units on the path of the arrow and the units on the neighbouring cells of the target.<br>
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The Scatter total chances are 10% for each unit concerned, weighted between those units depending on their Dodge stat and if they are Gigantic.<br>
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The Scatter result range replaces the miss result range, and thus uses the initial Hit Roll.<br>
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<br>
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Here is an example :<br>
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Let's take a situation where the archer has 40% chances to hit its target.<br>
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The basic result of an attack look like this :<br>
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| 40% Hit | 60% Miss |<br>
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<br>
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If we add the Critical Hit chances, we get this :<br>
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| 1% Critic Hit | 39% Hit | 60% Miss |<br>
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<br>
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If 2 units are located on the neighbouring cells of the target, we include 2x10% inside the Miss result :<br>
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| 1% Critic Hit | 39% Hit | 20% Scatter | 40% Miss |<br>
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<br>
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If 2 additional units are more than 1 cell away from the target, but still on the projectile's path, we include again 2x10% :<br>
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| 1% Critic Hit | 39% Hit | 40% Scatter | 20% Miss |<br>
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<br>
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This means that with enough units, the Scatter range may totally replace the Miss range !<br>
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| 1% Critic Hit | 39% Hit | 60% Scatter |<br>
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<br>
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If the result of the roll is Scatter, another roll is used to decide which unit will get hit by the arrow. The individual chances of each units are weighted depending on their Dodge stat, or if they are Gigantic (Legendary units).
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<br>
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= Cast Chance =
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When a unit uses a skill, a difficulty roll is triggered.<br>
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Depending on the nature of the skill, the values used for the roll will be different.<br>
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Physical abilities and buffs don't need to roll, but may trigger a physical attack with its own roll.<br>
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The caster will always use his Willpower stat against the skill difficulty.<br>
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The skill difficulty can be a fixed value, or depend on the launcher or target stats.<br>
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'''cast success = 80% + (5% x Willpower) - (5% x Difficulty)''' <br>
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<br>
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= Damage Table =
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The damages inflicted by an attack are determined by the Difference (DIFF) between the attacker Damage stat and the target Toughness stat.<br>
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An attack will always inflict at least 1 damage.<br>
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The damage inflicted is read in the following table :
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<table>
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<tr>
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<td>
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{| class="wikitable"
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|-
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! DIFF !! Normal !! Critical
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|-
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| -16 || 3 || 4
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|-
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| -15 || 3 || 4
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|-
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| -14 || 3 || 4
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|-
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| -13 || 3 || 4
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|-
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| -12 || 3 || 5
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|-
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| -11 || 4 || 5
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|-
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| -10 || 4 || 5
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|-
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| -9  || 4 || 6
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|-
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| -8  || 5 || 6
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|-
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| -7  || 5 || 7
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|-
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| -6  || 6 || 8
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|-
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| -5  || 6 || 9
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|-
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| -4  || 7 || 9
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|-
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| -3  || 7 || 10
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|}
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</td>
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<td>&nbsp;&nbsp;&nbsp;</td>
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<td>
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{| class="wikitable"
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|-
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! DIFF !! Normal !! Critical
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|-
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| -2  || 8 || 11
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|-
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| -1  || 9 || 12
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|-
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| 0  || 9 || 14
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|-
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| 1  || 10 || 15
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|-
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| 2  || 11 || 16
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|-
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| 3  || 12 || 18
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|-
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| 4  || 13 || 19
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|-
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| 5  || 14 || 21
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|-
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| 6  || 15 || 22
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|-
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| 7  || 16 || 24
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|-
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| 8  || 17 || 26
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|-
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| 9  || 19 || 27
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|-
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| 10  || 20 || 29
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|-
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| 11  || 21 || 31
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|}
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</td>
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<td>&nbsp;&nbsp;&nbsp;</td>
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<td>
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{| class="wikitable"
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|-
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! DIFF !! Normal !! Critical
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|-
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| 12  || 23 || 33
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|-
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| 13  || 24 || 36
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|-
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| 14  || 26 || 38
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|-
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| 15  || 27 || 40
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|-
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| 16  || 29 || 42
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|-
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| 17  || 30 || 45
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|-
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| 18  || 32 || 47
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|-
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| 19  || 34 || 50
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|-
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| 20  || 35 || 53
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|-
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| 21  || 37 || 53
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|-
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| 22  || 39 || 53
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|-
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| 23  || 41 || 53
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|-
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| 24  || 43 || 53
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|-
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| - || - || -
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|}
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</td>
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</tr>
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</table>
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= Fear =
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When a unit with a FEAR X trait engages an enemy unit, a fear roll will be immediately triggered.<br>
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If the targeted unit fails its roll, the passive effect "Scared" is applied until the end of the turn.<br>
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If the targeted unit is immune to this FEAR X value, the "Scared" effect is canceled.<br>
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<br>
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A unit is immune to a FEAR X :
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* If it has a fear immunity from a Trait or Skill.
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* If it also possesses a level of FEAR superior or equal.
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* If it already made a roll against an equal or inferior level of FEAR during the turn.
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<br>
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The formula used for the roll is :<br>
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'''resist fear = 80% + (5% x WILL) - (5% x FEAR)'''
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<br>
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Some precisions :
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* Fear is applied immediately and in both ways when 2 units come close to each other, before any attack is computed.
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* A new turn will trigger all necessary rolls immediately.
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* A teleport or a skill modifying the FEAR level of a unit will trigger an immediate roll if necessary.
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=== Bravery / Rightful ===
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Fear immunity will prevent the penalties of a fear roll, but not the roll itself.<br>
 +
The "Rightful" trait will not imply an automatic success for the rolls (only cancel the Scared penalty), meaning that the "Lion Strength" bonus will not be automatic.<br>
 +
 
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=== Hyperian Fear ===
 +
 
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A unit with "Hyperion Aura" is immune to normal fear, and will force units with normal fear to trigger fear rolls.<br>
 +
The force of the fear applied is equal to the WILL of the Hyperian unit.<br>

Latest revision as of 20:28, 6 May 2014

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