Elin:Code Analysis/Combat: Difference between revisions
Hachimitsu (talk | contribs) (Page Creation, MA math) |
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Revision as of 01:23, 29 July 2024
Evalue List
Value# | Element | Notes |
---|---|---|
(92) | Penetration | |
(132) | Tactics | |
(1400) | Feat: Weapon Mastery | 1, 2 |
Martial Arts
else if (this.IsMartial)
{
this.weaponSkill = this.CC.elements.GetOrCreateElement(100);
this.attackType = (this.CC.race.meleeStyle.IsEmpty() ? ((EClass.rnd(2) == 0) ? AttackType.Kick : AttackType.Punch) : this.CC.race.meleeStyle.ToEnum(true));
this.dBonus = this.CC.DMG + this.CC.encLV + (int)Mathf.Sqrt((float)(this.CC.STR / 5 + this.weaponSkill.Value / 4));
this.dNum = 2 + Mathf.Min(this.weaponSkill.Value / 10, 4);
this.dDim = 5 + (int)Mathf.Sqrt((float)(this.weaponSkill.Value / 3));
this.dMulti = 0.6f + (float)(this.CC.STR / 2 + this.weaponSkill.Value / 2 + this.CC.Evalue(132) / 2) / 50f;
this.dMulti += 0.05f * (float)this.CC.Evalue(1400);
this.toHitBase = EClass.curve(this.CC.DEX / 3 + this.CC.STR / 3 + this.weaponSkill.Value, 50, 25, 75) + 50;
this.toHitFix = this.CC.HIT;
if (this.attackStyle == AttackStyle.Shield)
{
this.toHitBase = this.toHitBase * 75 / 100;
}
this.penetration = Mathf.Clamp(this.weaponSkill.Value / 10 + 5, 5, 20) + this.CC.Evalue(92);
}
The player kicks or punches using the Martial Arts skill. The player will kick or punch based on melee style or character specifications.
Damage is determined by Martial Arts, Strength, Dexterity, Enchantment Value (+dmg from all equipment sources, such as Arm equipment)
Damage dice is 2+(Martial Arts / 10), to a maximum of d6.
The damage value of the dice is 5+√(Martial Arts / 3).
Damage multiplier is 0.6 + ((Strength / 2 + Martial Arts / 2 + Evalue(132) / 2) / 50.0).
If the player has the Weapon Mastery feat, additional damage is provided at a rate of 0.05x(Weapon Mastery Rank). (Effectively, +0.05 or +0.10)
Accuracy is ((Strength /3 + Dexterity /3 + Martial Arts)+50)), with a minimum value of 25+50 and a maximum of 75+50. If the player is wielding a Shield, there is a -25% downward adjustment.
Penetration is calculated at (Martial Arts/10)+5, with a minimum of 5% and a maximum of 20%+Evalue(92).