

SPECIAL (blue) on weapon offensive modifier +10% for off-hand (lefthand dagger, small tuzak blade) on weapon offensive modifier (can be negative). perception talent tier 3/4 provides +10%/20% ranged offence.

weaponmaster melee/master archer special ability +10%. weapon talent tier bonus (some weapon talents provide small offensive bonus at various tiers). weapon talent offensive slider (between 0% and 70% for melee weapons between 0% and 100% for ranged weapons). High initiative way out of range ranged attackers will often do this to your characters.Įffective_Attacker_Weapon_Offence (CAN GO BELLOW 0) is a sum of: Yup, 0% CTH will also consume parry and dodge attempts. If parry was used print parried (used up target's parry defence bonus for the turn) If dodge was used print dodged (used up target's dodge defence bonus for the turn) If (diceroll <= offHand CTH) then OFF hand hit.Īpply off hand primary damage, special damage, built in poison damage&debuff, temp poison damage&debuff.} If diceroll <= main weapon CTC then also a crit.Īpply main hand primary damage, special damage, built in poison damage&debuff, temp poison damage&debuff. If (diceroll <= main hand CTH) then MAIN weapon hit. HIT RESOLUTION (CTH AND TO HIT DICE ROLL):Ĭalculate main hand and optionally off hand CTH and CTC. Extra multiplier lowering the chance to hit. Saving throw is 0 by default and can be increased temporarely via the spell duplicatus double vision (20%/30%/40%/50%). Ranged CTH: * //50% CTH when EAWO = EDD ) spell buffs sensatocco masterstroke + 0/5/10/15 % hawkeye marksmanship + 0/5/10/15 % weapon master/master archer special abilities +10% on weapon special, a few some weapons come with +5% or +10% CTC or +20% CTC vs enemy type weapon talent (from +5% on bows to +20% daggers) (SPELLS DON'T IMPLEMENT CRITICAL HIT/FAIL mechanic) You can increase it SIGNIFICANTLY from skills and gear but the overall effect has been nerfed (see damage formula bellow - it now only doubles base weapon damage and doesn't double the rest of the damage bonuses anymore). YOU CAN NOW REACH 100% chance to hit with both melee and ranged attacks assuming enough offence - defence.īase chance to crit for melee and ranged attacks is ZERO. THERE IS SINGLE tohit d100 dice roll for every attack (even special ability attacks that hit multiple times like "triple shot" and "twohanded attack" with potentially poisoned weapon(s) ). (if attacker's offence - target's defence = 0). This is a critical game mechanic so I must explain it a bit.īase Chance to hit 60% for melee. (perception talent provides initiative boost from tier 2) (various spell buffs and debuffs and potions) Few things can ruin your day like a mass cold shock debuff. Dual bashing weapons can really eat into initiative. Dual dagger can really pump up initiative. (on weapons) The initiative modifiers on both weapons (dual wield) are added. (abilities) Battle reflexes + 4 initiative. The order of "acting" in combat is governed by the initiative stat/system. The combat turns are simultaneous: both your party and your opponents get to act during the same turn. Some potions & posion debuffs (consumables) can affect speed. Various spells can affect (movement) speed Cold Shock, Move as the Lighting.

There is a belt item that provides +1 speed. Warcraft talent at any tier provides +1 speed. Similar system with Firaxis's XCOM series, only better since it allows you to manually path (requirement since pathing in very important in this game - floor plate triggers, hidden/detected traps, enviroment hazards, attacks of opportunity, etc ) Speed parameter (alterable via buffs/debuffs during combat) controls the maximum number of hexes for movement during a turn. One can get and extra "action" per turn (with reduced initiative) using the lvl 4 of the spell "Move as the Lighting" buff. By default All actors can perform 1 move action ( dependent on speed ) and 1 (special)attack/cast spell/use belt item/interact with object/switch weapon sets.
