Quote:
Nerfix said:
So, what exactly the shields do now? What determines the chance to block, how the blocking can be pierced etc.? Do they contribute to total armor of the unit, and if they do how?
Same for helmets. How much they they contribute to total protection and so on. Does unit with 15 prot helm hit on the head with a Maul take damage, how likely is it to get hit on the head etc,
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I'm not the manual guy, but I'll try to sum it up. This might be wrong; this is just how I think it works.
There are two units, A and B. A has attack of 11 with his weapon, B has defense of 10 without a shield.
A tries to attack B. If B has no shield, attack and defense are compared to each other just like in DomII.
This changes if B has a shield. I'll use these fictional stats in the example.
Protection, shield: 14
Defense: -1
Parry: 5
If B has a shield, and A misses B's defense without the shield's parry bonus, nothing happens. There are no more effects than on a normal miss. Bigger shields lower defense. B has effective defense of 9.
If B has a shield, and A gets past B's defense but is stopped by B's parry value, the shield protection is added to B's protection. If A's attack rating is over 9 but less than (9+5) the defense+parry total of B, B has 14 higher armor for blocking that hit.
I'm even less sure about the helmets. I think Protection, Head values is used instead of Protection, Body whenever someone hits head instead of other bodyparts. I'm not sure which variables affect the chance of a head-hit. It's harder to hit bigger creatures' heads with short weapons, or something like that. Some afflictions are limited to head-hits (feeble-mindedness, eyeloss, etc).
That's all.