Damage: Difference between revisions
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See also: HELP APPRAISE, HELP HEALTH, HELP OBJECTS, HELP PIT, HELP REPAIR | See also: HELP APPRAISE, HELP HEALTH, HELP OBJECTS, HELP PIT, HELP REPAIR | ||
Damage is also impacted by fighting style: | |||
Refer to [[Fighting_style]] | |||
In the old code, alignment and devotion level also impacts damage: | |||
bonus for attacking opposite alignment / | |||
if( align > 990 || align < -990 ) | |||
xp = ( xp 5 ) >> 2; | |||
else/* | |||
penalty for good attacking same alignment / | |||
if( gch->alignment > 300 && align < 250 ) | |||
xp = ( xp 3 ) >> 2; | |||
if( IS_DEVOTED( ch ) ) | |||
bonus -= ch->pcdata->favor / -400 | |||
== Damage Resist - Help File== | == Damage Resist - Help File== | ||
| Line 44: | Line 60: | ||
See also: HELP AFFECTED BY, HELP SAVES, HELP AC, HELP SCORE | See also: HELP AFFECTED BY, HELP SAVES, HELP AC, HELP SCORE | ||
===Damage | ===Damage Reduction due to Resistances=== | ||
Resists are scaled so that after first 10% the reduction scales down. | Resists are scaled so that after first 10% the reduction scales down. | ||
Affected by Resistances caps at 40% and provides 20% effective damage resistance to the damage type. | Affected by Resistances caps at 40% and provides 20% effective damage resistance to the damage type. | ||
| Line 58: | Line 74: | ||
! Resist | ! Resist | ||
! Suscept | ! Suscept | ||
! Damage Received | |||
! Percentage of Base Damage Received | ! Percentage of Base Damage Received | ||
|- | |- | ||
| Line 69: | Line 86: | ||
|5% | |5% | ||
|0% | |0% | ||
| | |475 | ||
| | |5.0% | ||
|- | |- | ||
|500 | |500 | ||
| Line 76: | Line 93: | ||
|0% | |0% | ||
|450 | |450 | ||
|10% | |10.0% | ||
|- | |- | ||
|500 | |500 | ||
| Line 100: | Line 117: | ||
|0% | |0% | ||
|400 | |400 | ||
|20% | |20.0% | ||
|- | |- | ||
|500 | |500 | ||
| Line 106: | Line 123: | ||
|0% | |0% | ||
|400 | |400 | ||
|20% | |20.0% | ||
|} | |} | ||
===Damage Reduction due to Constitution | |||
[[Image:Damagereduction.png]] | |||
===Damage Reduction due to Constitution=== | |||
Published with special thanks to '''Namsar''' | Published with special thanks to '''Namsar''' | ||
| Line 225: | Line 245: | ||
|80.8% | |80.8% | ||
|} | |} | ||
===Foot Note:=== | ===Foot Note:=== | ||
Latest revision as of 10:10, 31 August 2024
Damage - Help File
------------------------------------------------------------------------------- When one character attacks another, the severity of the damage is displayed by the verb used in the damage message. Damage messages vary depending on the type of weapon or attack. Escalating damage is indicated by the use of _ _ around the messages. Messages in all caps indicate even higher degrees of damage, while those surrounded by * * indicate the highest levels. The message shown reflects the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- It is important to note that not only does damage affect a character's health, but objects on the character or in the character's inventory are also affected. ------------------------------------------------------------------------------- See also: HELP APPRAISE, HELP HEALTH, HELP OBJECTS, HELP PIT, HELP REPAIR
Damage is also impacted by fighting style: Refer to Fighting_style
In the old code, alignment and devotion level also impacts damage:
bonus for attacking opposite alignment /
if( align > 990 || align < -990 )
xp = ( xp 5 ) >> 2;
else/*
penalty for good attacking same alignment /
if( gch->alignment > 300 && align < 250 )
xp = ( xp 3 ) >> 2;
if( IS_DEVOTED( ch ) )
bonus -= ch->pcdata->favor / -400
Damage Resist - Help File
-------------------------------------------------------------------------------
Syntax: None
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Players and mobiles may have resistance, susceptibility or immunity to certain
types of attack. These states may be caused by spells, equipment, class or
race:
- Resistance: The capacity of a player or mob to defend itself against certain
types of attacks.
- Susceptible: The quality of being sensitive to certain types of attacks.
- Immune: The state of being unaffected by certain types of attacks.
Types: Fire, Cold, Electricity, Energy, Blunt, Pierce, Slash, Acid, Poison,
Drain, Sleep, Charm, Non-Magic, Magic, Paralysis, Holy, Unholy
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
For information on the glory cost of adding Resistances to equipment, see
HELP GLORYRATES
-------------------------------------------------------------------------------
See also: HELP AFFECTED BY, HELP SAVES, HELP AC, HELP SCORE
Damage Reduction due to Resistances
Resists are scaled so that after first 10% the reduction scales down. Affected by Resistances caps at 40% and provides 20% effective damage resistance to the damage type.
Additionally, Resist Plus1 = resist unarmed or no wielded weapon attacks. Rend/choke may be modified by plus1 damage resistance.
Published with special thanks to Namsar
N.B. Table below based upon 13 CON
| Base Hit | Resist | Suscept | Damage Received | Percentage of Base Damage Received |
|---|---|---|---|---|
| 500 | 0% | 0% | 500 | 0.0% |
| 500 | 5% | 0% | 475 | 5.0% |
| 500 | 10% | 0% | 450 | 10.0% |
| 500 | 15% | 0% | 440 | 12.0% |
| 500 | 20% | 0% | 430 | 14.0% |
| 500 | 30% | 0% | 415 | 17.0% |
| 500 | 40% | 0% | 400 | 20.0% |
| 500 | 50% | 0% | 400 | 20.0% |
Damage Reduction due to Constitution
Published with special thanks to Namsar
Constitution is an additional modifier to damage received.
| Constitution Level | Base Damage | Damage Received | Percentage of Base Damage Received |
|---|---|---|---|
| 11 | 500 | 510 | 102.0% |
| 12 | 500 | 505 | 101.0% |
| 13 | 500 | 500 | 100.0% |
| 14 | 500 | 495 | 99.0% |
| 15 | 500 | 491 | 98.2% |
| 16 | 500 | 487 | 97.4% |
| 17 | 500 | 483 | 96.6% |
| 18 | 500 | 479 | 95.8% |
| 19 | 500 | 476 | 95.2% |
| 20 | 500 | 473 | 94.6% |
| 21 | 500 | 470 | 94.0% |
| 22 | 500 | 467 | 93.4% |
| 25 | 500 | 459 | 91.8% |
| 29 | 500 | 450 | 90.0% |
| 32 | 500 | 443 | 88.6% |
| 35 | 500 | 438 | 87.6% |
| 39 | 500 | 431 | 86.2% |
| 45 | 500 | 422 | 84.4% |
| 49 | 500 | 417 | 83.4% |
| 55 | 500 | 410 | 82.0% |
| 60 | 500 | 404 | 80.8% |
Foot Note:
News #1004 posted by Kinux on 03/03/14. PWReset: - This new command will allow players to put in a hidden email address (will not show in score or whois) so that their character can be 'tagged' to them for purpose of password resets. Please see HELP PWReset for more information. Code adjustment by Kinux. Change to Constitution: - Constitution will now have a slight affect on how much damage a player or mob receives when being dealt damage. Each additional point of constitution results in a slightly added impact. This applies to all sources of damage. In addition, if a player has a higher constitution rating than the maximum for his or her class, the additional constitution will still affect this bonus. In addition: There have been a number of behind the scenes code updates by Belkira, Sepharoth and Gonnil. Our many thanks!
News #396 posted by Edmond on 11/23/03. Constitution will benefit your saving throws vs poison/death. Wisdom will benefit your saving throws vs wands, spells/staves. When killed, you may seek out your killer for vengeance. Upon killing the enemy that killed you, you will receive an experience bonus.
