(Physical - Elemental) Force with Effect with no Damage
#1
Posté 15 mai 2012 - 05:46
Formula for Force is (Damage * Force Multiplier) - Fortitude = Force of
the attack, but some spell don't do any damage (Ex : Mind blast).
So how game handle it ?
Thx for any answers, ExA
#2
Posté 15 mai 2012 - 09:40
#3
Posté 17 mai 2012 - 04:03
#4
Posté 17 mai 2012 - 07:46
Exaercasr wrote...
Hello,
Formula for Force is (Damage * Force Multiplier) - Fortitude = Force of
the attack, but some spell don't do any damage (Ex : Mind blast).
So how game handle it ?
Thx for any answers, ExA
If I remember it right, it just uses your base damage ((magic/2+10) + base staff damage). So basically, in terms of force they lose out on a damage multiplier to their base damage, with their multplier effectively been 1.
So, (base damage x force multiplier) - fortitude = force
The reason why the force effects of these non-damaging spells are so reliable is because they have massive force multipliers:
Mind Blast - x6/x18
Telekinetic Burst - x20/x30
Pull of the Abyss - x30
So while damage spells have an extra component to their base damage (e.g. a damage modifer of up to 3-4 for some spells, which is doubled for elemental weaknesses) they usually only have a force multiplier of 2 or so - meaning that the force from non-damaging spells is typically greater (and is better at triggering force effects, useful for destealthing enemies).
Hope this helps
Modifié par mr_afk, 17 mai 2012 - 07:48 .
#5
Posté 17 mai 2012 - 12:30
I forget all the reaction points but there are at least 5 different reactions to applied force with a non-immune to knockback target.
I believe this is the list:
interrupt
staggered
knockback
knockdown
knockdown+thrown
#6
Posté 17 mai 2012 - 01:49
Force is the game mechanic which determines whether attacks will interrupt actions and inflict additional effects.
In basic terms,
force = dmg inflicted x force multiplier - fortitude
In order for that force to do anything it needs to be large enough relative to the max health:
1. <10% of max health = twitch of head - no interruption of actions
2. <20% of max health = knocked back a step - interrupted actions
3. <30% of max health = knocked back several steps - interrupted actions
4. >30% of max health = knocked of down/sent flying - interrupted actions
(Note that the knockback effect is specific to physical damage and that elemental damages will have different effects - but still based on the same force mechanics.)
I can't find the thread discussing it, but the elemental force effects work as minor crowd control without the knockback - so spirit has a horror effect, fire has a burning effect, nature has some weird clutching at their face effect, and cold slows targets.
Also worth knowing is that nature damage has an innate bonus to force (so will be easier to trigger force effects).
#7
Posté 17 mai 2012 - 05:08
#8
Posté 21 juin 2012 - 11:58
physical: knockdown/???
fire: burning/???
spirit: horror/reduced resistances by 50%?
cold: slow/???
nature: clutching/increased force
electricity: ???/stuns
#9
Posté 21 juin 2012 - 06:26
#10
Posté 22 juin 2012 - 06:59
#11
Posté 22 juin 2012 - 07:28
google works wonders.
#12
Posté 23 juin 2012 - 06:19





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