Can someone please explain this, especially in regards to cross-class combos. Example:
Phys damage: 200% vs brittle targets
Phys force: 3x
Pays force: 200% vs brittle targets
Can someone please break this down. Especially the difference between the last to Force points.
Damage and Force
Débuté par
Winter sounds_
, mars 26 2011 10:35
#1
Posté 26 mars 2011 - 10:35
#2
Posté 26 mars 2011 - 10:52
The phys damage is just that, physical damage. No Immunities anywhere but more often than not some resistance to the overal damage. In this example you would gain 200% vs a target with brittle status.
Phys force 3x is what is multipling the force of the ability. That force is measured against the targets fortitude in a check to see if that target will be affected by the ability. If it results in a resist, knockback or knockdown.
Im guessing thats Physical force 200% on the end. Same base theory applies. With 200% of the already multiplied force you get a greater chance to knockdown.
(Damage * Force Multiplier) - Fortitude = Force of the attack
<10%hp - Additive reaction. Character twitches. Does not interrupt action.
10-20%hp - Minor reaction. Character gets knocked back a step, but recovers. Interrupts action.
20-30%hp - Major reaction. Character stumbles back a couple meters. Interrupts action.
>30%hp - Extreme reaction. Character is knocked off his feet and goes flying backwards. Interrupts action.
hope that helps
Phys force 3x is what is multipling the force of the ability. That force is measured against the targets fortitude in a check to see if that target will be affected by the ability. If it results in a resist, knockback or knockdown.
Im guessing thats Physical force 200% on the end. Same base theory applies. With 200% of the already multiplied force you get a greater chance to knockdown.
(Damage * Force Multiplier) - Fortitude = Force of the attack
More data:Force reactions work based on how much damage you take vs your total health.if any single hit does more than 10% of your max health, you'll play a reaction animation (of arying strength) and your current action will be interrupted. Some attacks have a bonus to force as well (say a x2 multiplier, so 5% of your health in one hit counts as if it was 10% for force purposes).
<10%hp - Additive reaction. Character twitches. Does not interrupt action.
10-20%hp - Minor reaction. Character gets knocked back a step, but recovers. Interrupts action.
20-30%hp - Major reaction. Character stumbles back a couple meters. Interrupts action.
>30%hp - Extreme reaction. Character is knocked off his feet and goes flying backwards. Interrupts action.
hope that helps
Modifié par SuicidialBaby, 26 mars 2011 - 10:56 .
#3
Posté 26 mars 2011 - 11:03
Thank you. I'm still a bit confused on the last 2 points.
So Force x3 makes increases the likelihood by 3 that the target will get knocked back? And Force 200% knocks the target back twice (200%) more?
Is that right?
Thank you again.
So Force x3 makes increases the likelihood by 3 that the target will get knocked back? And Force 200% knocks the target back twice (200%) more?
Is that right?
Thank you again.
#4
Posté 26 mars 2011 - 11:21
Yes, and no.
the 200% is simply another 2x on the math. 200% just looks better. It just results in a 6x on your physical damage
take damage, say 500 damage physical
x3
gives you 1500 physical force toward the enemies health in a % based check vs his health to see if he gets interupted/knocked back/knocked down.
so with brittle, x200%(2x), it looks like this
(Damage * Force Multiplier) - Fortitude = Force of the attack
(500 physical damage * 6) - (f)ortitude = 3000 - (f) = (Force of attack)
If Force of attack is <10%hp - Additive reaction. Character twitches. Does not interrupt action.
If Force of attack is 10-20%hp - Minor reaction. Character gets knocked back a step, but recovers. Interrupts action.
so on and so forth...
the 200% is simply another 2x on the math. 200% just looks better. It just results in a 6x on your physical damage
take damage, say 500 damage physical
x3
gives you 1500 physical force toward the enemies health in a % based check vs his health to see if he gets interupted/knocked back/knocked down.
so with brittle, x200%(2x), it looks like this
(Damage * Force Multiplier) - Fortitude = Force of the attack
(500 physical damage * 6) - (f)ortitude = 3000 - (f) = (Force of attack)
If Force of attack is <10%hp - Additive reaction. Character twitches. Does not interrupt action.
If Force of attack is 10-20%hp - Minor reaction. Character gets knocked back a step, but recovers. Interrupts action.
so on and so forth...
Modifié par SuicidialBaby, 26 mars 2011 - 11:24 .
#5
Posté 26 mars 2011 - 12:30
Great. So in my example say the damage was 100. It would become 200, then x3 so 600. Then x2 so it would equal 1200?
#6
Posté 26 mars 2011 - 01:34
damage would be 200, physical force would be 1200
#7
Posté 26 mars 2011 - 11:42
Ah thank you, makes sense. To be clear, force doesn't cause damage as such but disrupts, knocks back etc and in this case, the likelihood of that happening is increased.
#8
Posté 27 mars 2011 - 12:49
correct.





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