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-   -   Game Mechanics - Protection (http://forum.shrapnelgames.com/showthread.php?t=36495)

EricM October 18th, 2007 12:47 PM

Game Mechanics - Protection
 
On page 75 of the manual it says:

Protection roll: defender's protection attribute at hit location + DRN + (shield protection

It's the "at hit location" that interests me. This implies that the protection value shown on the unit status screen is some kind of average.

Does anyone know the exact formula used to calculate the protection of a unit? Just playing with numbers it looks like the formula is something like

finalprot = baseprot + 3/4 body armor + 1/4 helmet

I can infer from this that head attacks occurs about 25% of the time. Are there any weapons/spells that target the head rather than the body?

What happens with multi headed units?

If anyone has the underlying formulas I'd be very interested.

Agema October 18th, 2007 01:15 PM

Re: Game Mechanics - Protection
 
All details/mechanics are in the manual. But you've got it pretty close if not wholly accurate: it's important to note that you might have 16 prot on the unit summary screen, but if it's all body and no helm, a head hit will have no protec (and vice versa).

EricM October 20th, 2007 08:20 AM

Re: Game Mechanics - Protection
 
I think there is more to protection than just head and body. I've been examining a hexdump of the executable and have found some interesting stuff in the armor section.

Full Chain Mail has a protection of 17.
Plate Hauberk also has a prot of 17.

But if you think about this historically, a Hauberk protects the torso much better than it protects the arms and legs. Full chain mail would protect the torso, arms and legs equally. Also, plate mail protects the torso better than chain mail protects the torso.

Examining the data we have these fields:

Full chain mail 17 17 17
Plate Hauberk 20 14 14

These numbers make sense if we interpret the first field as the torso protection, and the second fields as arm / leg protection.

I've examined all the armor in the game and the formula seems to be

avg protection = (f1 * 2 + f2 + f3) / 4

Where f1, f2, f3 are the three fields indicated in the above examples. This is consistent across all the armor.

Now if the game engine makes use of this data it means that all armor of the same protection is not actually the same.

Kristoffer O October 20th, 2007 09:19 AM

Re: Game Mechanics - Protection
 
Correct. We once intended for more hitlocations than just head and body and this is still reflected in the protection total, but there are no hit locations coresponding. So armor is calculated as you sam but there are no leg hits protected by the leg prot.

EricM October 20th, 2007 10:00 AM

Re: Game Mechanics - Protection
 
Thanks for the info, KO. You just saved me running a bunch of battles to see if the engine made use of these other fields.

BigJMoney October 20th, 2007 03:38 PM

Re: Game Mechanics - Protection
 
Hmm...wait a second though. Could this be causing a bug? Look at his example above:

Plate Hauberk: 20 14 14

So the game takes the average and tells you this armor has Prot Value of 17. However, if all the game is doing is ignoring the last 2 values and accepting the first, then it is actually giving units with Plate Hauberk a Prot of 20, and the 17 is merely what we see on the unit profile.

I doubt this is the case, but it's just a thought.

=$= Big J Money =$=

Kristoffer O October 20th, 2007 03:58 PM

Re: Game Mechanics - Protection
 
THe prot you see is not correct, it's an approximation. Look at the stat to see body prot and head prot. All hits except aoe are in one location or the other. Aoe is the shown approximated prot.

Zylithan October 23rd, 2007 01:21 AM

Re: Game Mechanics - Protection
 
quick protection question: If there is a unit with 12 protection, and he gets hit three times in the same round with hits that each do 10 damage.

Does the protection mean he takes no damage, or does it wear down, and he takes 18 out of 30, having blocked 12.

basically, is protection per round or per attack.

thanks!

(ps apologies if this is in the manual, i looked, but didnt find it)

OmikronWarrior October 23rd, 2007 01:24 AM

Re: Game Mechanics - Protection
 
I'm pretty sure he gets to use his full 12 protection for every hit. However, he'll probably still take some damage. Remember, damage is determined by open ended die rolls. If you look on page 5 of the manual, you'll see the odds for beating a -2 difference is 30%. With three hits occurring, odds say one of them will do SOME damage.

NTJedi October 23rd, 2007 03:06 AM

Re: Game Mechanics - Protection
 
Quote:

Zylithan said:
quick protection question: If there is a unit with 12 protection, and he gets hit three times in the same round with hits that each do 10 damage.

Does the protection mean he takes no damage, or does it wear down, and he takes 18 out of 30, having blocked 12.

basically, is protection per round or per attack.

thanks!

(ps apologies if this is in the manual, i looked, but didnt find it)

protection is only less effective when the unit has fatique.

Edi October 23rd, 2007 03:12 AM

Re: Game Mechanics - Protection
 
EricM, can you extract a table with all value fields for all the armors in the game? With that and the formula (especially if you can calculate natural Prot into it), I could finally make the Prot entry for the DB display page work correctly.

EricM October 23rd, 2007 04:11 AM

Re: Game Mechanics - Protection
 
Edi, what's wrong with the armor prot entry in the DB? All the values look correct to me.

Edi October 23rd, 2007 05:21 AM

Re: Game Mechanics - Protection
 
Nothing wrong with the armor page. The unit display page is where the values don't match and get screwed up. If I don't need the field data for the different hit location values, then it's okay and I just need to dig up one old PM from KO that had some formula in it, plug that in and then see what happens.

EricM October 23rd, 2007 11:47 AM

Re: Game Mechanics - Protection
 
I haven't worked out the formulas for calculating unit protection, so any info you have would be welcome.

re the armor table: My table would look just like what's in your database.

All shields give shield protection, helments give head protection and body armor gives body protection.

There are only 3 armor that are different.

76 Magic Bracers has natural protection 2
78 Krupp's Bracers has natural protection 4
80 Flame Helmet has natural protection 5 + head protection 20

Edi October 23rd, 2007 11:49 AM

Re: Game Mechanics - Protection
 
Okay, then I must have misunderstood something. Nevermind. I'll look the formula up sometime, right now I'm tired enough that math on the level of 2+2 is starting to hurt my head...

Kristoffer O October 24th, 2007 05:23 AM

Re: Game Mechanics - Protection
 

> 76 Magic Bracers has natural protection 2
> 78 Krupp's Bracers has natural protection 4
> 80 Flame Helmet has natural protection 5 + head protection 20

They don't have natural armor. They have full body protection. It is diffferent from natural armor. Calculated as normal body armors I think, but covers the whole body. Same with skull necklace and gift of kurgi IIRC.

EricM October 24th, 2007 06:39 AM

Re: Game Mechanics - Protection
 
Thanks for the clarification.

I just double checked, Skull necklace has the whole body protection as does Twisting thorns (though not Gift of Kurgi).


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