Combat formulas
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To understand why an attack produced an unexpected result, follow Accuracy, the Dodge/Fumble interaction, the critical or block branch, then the action multiplier, damage types, Protection, resistances, and Damage Taken. Base weapon damage on the panel is only one input, not the final damage for this attack.
Conteúdo
Why an attack hits, is dodged, or fumbles
The game samples Fumble and Block first, then checks Accuracy. A negative target Dodge Chance adds its absolute value to the Accuracy input; a non-negative value is sampled only after the Accuracy gate passes. Accuracy above 100 subtracts the excess from that Dodge input.
A successful Dodge roll does not always mean zero damage. If the attack was not already a fumble, Dodge turns it into a fumble that enters Protection, resistance, and the remaining pipeline with a 0.5 action multiplier; this does not guarantee exactly half the final HP loss. If it was already a fumble, Dodge avoids it completely for 0 damage. Final processing priority is complete dodge, block, fumble, then normal hit. Critical is sampled only after Accuracy succeeds with neither Fumble nor a Dodge conversion.
| Step | Input | Result |
|---|---|---|
| Initial samples | Fumble Chance; target Block Chance with at least 1 Block Power | Store the results for later branch priority |
| Accuracy gate | Accuracy; negative Dodge increases the input | Failure is a complete miss |
| Dodge sample | Dodge Chance − max(0, Accuracy − 100) | Turns a normal attack into a fumble, or completely avoids an existing fumble |
| Critical sample | Crit Chance × (1 − target Crit Avoidance ÷ 100) | Uses the Crit Efficiency multiplier and weapon critical effect |
| Final branch | Complete dodge → block → fumble → hit | Block can combine with fumble or critical |
How a landed attack becomes final damage
The standard path multiplies each physical damage type by the action multiplier and Weapon Damage ÷ 100, and each Magic or Nature type by the action multiplier and Magic Power ÷ 100. A normal hit uses an action multiplier of 1 and a fumble uses 0.5; a critical applies its weapon-type critical modifier before using Crit Efficiency ÷ 100.
On a block, each physical component subtracts Block Power × that component's share of total damage. Each non-physical component calculates this deduction with 0.66 × Block Power. The 0.66 is the Block Power weight against non-physical damage, not a direct 0.66 damage multiplier.
Block shares use the total before blocking. After the block, the game recomputes the remaining total, and the Protection deduction uses each remaining component divided by that remaining total. It then applies resistance per type, multiplies by Damage Taken, and rounds. The struck body part selects the Protection and type resistance used for the hit. Types are resolved before being totalled, so mixed damage cannot use one panel total and one reduction step.
Chance semantics, worked example, and input bounds
The chance helper draws an integer from 0 through 100, giving 101 equally likely outcomes. Inputs of at least 100 always succeed and inputs at or below 0 always fail; for an input x between 0 and 100, the true probability is ceil(x) ÷ 101. An integer input of 80 is therefore 80 ÷ 101 ≈ 79.21%, not exactly 80%.
Complete assumed example: the attacker has 80 Accuracy, 0 Fumble Chance, and 20 Crit Chance; the target has 20 Dodge Chance, 0 Block Chance, and 25 Crit Avoidance. Failing the Accuracy gate is 20.79%; a successful Dodge after passing Accuracy turns the attack into a fumble using a 0.5 action multiplier, for 15.68% overall; the normal-hit/critical pool is 63.52%. The critical input is 15, or 14.85% conditionally, leaving about 9.43% for this attack to enter the critical-hit branch. These results apply only to the stated inputs with no extra modifiers.
The table includes only bounds verified in the player stat-recalculation branch. Enemies and simplified units use different branches. A specific attack can still apply action, weapon-critical, and temporary-state modifiers before chance sampling or damage resolution, so a bound is not necessarily the final input used by every attack.
| Official attribute | Recalculation bound |
|---|---|
| Crit Avoidance | −20—100 |
| Damage Taken | 25—200 |
What else ranged accuracy subtracts
The ranged final input is supplied Accuracy + applicable accuracy modifiers − target Dodge Chance ÷ 2 − path penalty − range penalty. If the relevant night accuracy state on the target is active and the attacker lacks night vision, supplied Accuracy first loses 5; night vision prevents that 5-point penalty. The path scan stops on reaching the target and accumulates penalties from earlier sized objects in order: 15 for small, 30 for medium, and 100 for large or giant. It also stops once the cumulative penalty reaches 100. The relevant passive lowers small to 10 and medium to 20.
Beyond 2 tiles, the range penalty is 2 × the full distance; the relevant passive lowers the coefficient to 1. In the usual calls where close-range penalties are enabled, bows at 1 and 2 tiles instead use 50 and 25, reduced to 35 and 15 by the passive. In applicable calls, the sling passive separately adds max(0, 30 − 5 × distance) Accuracy.
Assume 80 supplied Accuracy, 20 target Dodge Chance, 4 tiles of distance, no active night-state modifier, no sized objects in the path, and no relevant passive. The ranged input is 80 − 10 − 8 = 62, or 62 ÷ 101 ≈ 61.39%. If the target cannot be damaged or a projectile barrier blocks the direct line, the direct path fails the ranged pre-check without a normal chance roll; an ordinary miss can also redirect the projectile elsewhere.
Penetration and per-type damage example
The caller selects either Armor Penetration or Spell Armor Penetration, converts it to 1 − penetration ÷ 100, and applies it only to the Protection deduction. Resistance is applied independently after Protection, so 50% Armor Penetration does not turn 25% Slashing Resistance into 12.5%. The Protection deduction for non-physical components also uses the 0.66 weight.
Standard single-type Slashing example: 20 raw Slashing, action multiplier 1, 100 Weapon Damage, no block, and a struck body part with 8 Protection, 0 Slashing Resistance, and 100 Damage Taken. At 0/50/100 Armor Penetration, the final results are 12/16/20. With 50 Armor Penetration and 25 Slashing Resistance, the result is 12. If the same no-resistance hit instead criticals at 150 Crit Efficiency, the component first becomes 30 and the final result is 26. This is why the base panel number is not final damage.
Standard-path boundaries and runtime inputs
The formula above is the standard path under explicit assumptions. Some states replace the damage packet or zero the action multiplier or Magic Power; unarmed cases and special enemies can also rewrite damage types. Individual skills may modify attributes before or after the common formula. Use the relevant skill or state article for those cases.
Static source proves branches and formulas, but it cannot reconstruct one hit's temporary effects, selected body part, path objects, or random integers. Replaying one fight still requires the attacker, target, action, positions, prior state, and every random result. This page therefore provides checkable standard examples rather than promising to predict every combat result from the equipment panel.