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

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(Hit Chance)
(Hit Chance)
 
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* DIFFICULTY can be a value of Fear, a Cast Difficulty, or an enemy's Parry during an attack.
 
* DIFFICULTY can be a value of Fear, a Cast Difficulty, or an enemy's Parry during an attack.
 
* Chance minimum = 1, Chance maximum = 100
 
* Chance minimum = 1, Chance maximum = 100
 +
<br>
  
 
= Turn Initiative =
 
= Turn Initiative =
Line 23: Line 24:
 
* 2 - discipline vs discipline
 
* 2 - discipline vs discipline
 
* 3 - random between the players (coin tossing)
 
* 3 - random between the players (coin tossing)
 +
<br>
  
 
= Hit Chance =
 
= Hit Chance =
Line 28: Line 30:
 
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>
 
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>
 
'''Hit = 80% + (5% x Precision) - (5% x Parry)'''<br>
 
'''Hit = 80% + (5% x Precision) - (5% x Parry)'''<br>
The damages inflicted are calculated depending on the units Damage and Resistance stats (see the Damage Table below).
+
The damages inflicted are calculated depending on the units Damage and Toughness stats (see the Damage Table below).
 +
 
 +
=== Critical Hit ===
 +
 
 +
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).
  
 
=== Range Modifiers ===
 
=== Range Modifiers ===
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<br>
 
<br>
 
Here is an example :<br>
 
Here is an example :<br>
Let's take an situation where the archer has 40% chances to hit its target.<br>
+
Let's take a situation where the archer has 40% chances to hit its target.<br>
 
The basic result of an attack look like this :<br>
 
The basic result of an attack look like this :<br>
 
| 40% Hit | 60% Miss |<br>
 
| 40% Hit | 60% Miss |<br>
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<br>
 
<br>
 
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).
 
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).
 +
<br>
  
 
= Cast Chance =
 
= Cast Chance =
 +
 +
When a unit uses a skill, a difficulty roll is triggered.<br>
 +
Depending on the nature of the skill, the values used for the roll will be different.<br>
 +
Physical abilities and buffs don't need to roll, but may trigger a physical attack with its own roll.<br>
 +
The caster will always use his Willpower stat against the skill difficulty.<br>
 +
The skill difficulty can be a fixed value, or depend on the launcher or target stats.<br>
 +
'''cast success = 80% + (5% x Willpower) - (5% x Difficulty)''' <br>
 +
<br>
  
 
= Damage Table =
 
= Damage Table =
  
DIFF = DAM (attacker) - TOU (target)<br>
+
The damages inflicted by an attack are determined by the Difference (DIFF) between the attacker Damage stat and the target Toughness stat.<br>
DAMAGES = ((DIFF+16)²/40)+3<br>
+
An attack will always inflict at least 1 damage.<br>
(With minimum 1 damage after modifiers apply)<br>
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The damage inflicted is read in the following table :
 
+
<table>
 +
<tr>
 +
<td>
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 
! DIFF !! Normal !! Critical
 
! DIFF !! Normal !! Critical
 
|-
 
|-
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|-
 
|-
 
| -3  || 7 || 10
 
| -3  || 7 || 10
 +
|}
 +
</td>
 +
<td>&nbsp;&nbsp;&nbsp;</td>
 +
<td>
 +
{| class="wikitable"
 +
|-
 +
! DIFF !! Normal !! Critical
 
|-
 
|-
 
| -2  || 8 || 11
 
| -2  || 8 || 11
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|-
 
|-
 
| 11  || 21 || 31
 
| 11  || 21 || 31
 +
|}
 +
</td>
 +
<td>&nbsp;&nbsp;&nbsp;</td>
 +
<td>
 +
{| class="wikitable"
 +
|-
 +
! DIFF !! Normal !! Critical
 
|-
 
|-
 
| 12  || 23 || 33
 
| 12  || 23 || 33
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|-
 
|-
 
| 24  || 43 || 53
 
| 24  || 43 || 53
 +
|-
 +
| - || - || -
 
|}
 
|}
 +
</td>
 +
</tr>
 +
</table>
  
 
= Fear =
 
= Fear =
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<br>
 
<br>
 
The formula used for the roll is :<br>
 
The formula used for the roll is :<br>
result (resist fear) = 80% + 5% x(WILL) - 5% x(FEAR)
+
'''resist fear = 80% + (5% x WILL) - (5% x FEAR)'''
<br>
+
 
<br>
 
<br>
 
Some precisions :
 
Some precisions :
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* A new turn will trigger all necessary rolls immediately.
 
* A new turn will trigger all necessary rolls immediately.
 
* A teleport or a skill modifying the FEAR level of a unit will trigger an immediate roll if necessary.
 
* A teleport or a skill modifying the FEAR level of a unit will trigger an immediate roll if necessary.
<br>
 
  
 
=== Bravery / Rightful ===
 
=== Bravery / Rightful ===
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Fear immunity will prevent the penalties of a fear roll, but not the roll itself.<br>
 
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>
 
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>
<br>
 
  
 
=== Hyperian Fear ===
 
=== Hyperian Fear ===

Latest revision as of 20:28, 6 May 2014

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