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Thread: Battle mechanics test: armour and melee defence

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  1. #1
    wewewawa's Avatar Laetus
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    Default Re: Battle mechanics test: armour and melee defence

    the image btw... although graphically multiple spears went through this guy, the fact still remains that (I think its three) there are multiple women after him(for his life or kill count).

    http://img844.imageshack.us/img844/2390/q6mn.jpg

  2. #2
    Artifex
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    Default Re: Battle mechanics test: armour and melee defence

    As far as I know, the values have the following meaning:
    Melee attack = how much damage a unit causes
    Melee Defense = how likely a unit will parry/evade a melee attack
    Hitpoints = in Medieval 2, it behaved like an extra life. 1 is normal
    Armor = behaves like additional hitpoints
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  3. #3
    crzyrndm's Avatar Artifex
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    Default Re: Battle mechanics test: armour and melee defence

    I don't think there is such thing as projectile spread, its just that the units are not accurate enough. In a raw point of view its not 1 arrow/musket ball hit 1 kill. Speaking of accuracy there is the missile distance for half chance hit, another factor which causes why so many arrows launched only 5-15 die in a volley

    There is also the damage value for the projectiles for arrows the vanilla value should be 0.5 for arrows, .75 for musket balls which brings us to unit properties which is the man health. Each man has 1 hp meaning if he his actually hit by two arrows he will die. So in a 200 man ashigaru unit they have 200 hp. Range also affects the damage it deals to a unit that's why more often than not, its 1 arrow/musket ball hit 1 kill. For the bow monks they have attack power extreme range modifiers or was it attack power long range modifier which actually boost the damage but then again now matter how large the damage if 3 arrows hit 1 unit the possibilities of killing 2 more units in a volley is wasted.
    Units in Shogun 2 have only 2 states, alive or dead (there is no such thing as wounded unless a unit has bonus HP, which in effect is multiple lives). Missile damage is a normalising factor for armour (higher damage == lower effective armour value), but a unit can be hit by an infinite number of arrows and never die if the RNG decides thats how it will work.
    There is something called armor missile penetrating divisor and armor missile piercing divisor this is for the missile units firing. At the same time it has a counter part defense missile penetrating and defense missile piercing divisors, I'm not really sure how it works but i think they just negate each other. There a lot of other multipliers and divisors for the efficacy of a projectile. Accurrancy, defense, armor, distance and such.. (this is getting too long)
    piercing/penetrating divisors = exactly what they sound like. If a weapon has the attribute ticked, it only rolls against armour/factor (so if piercing is ticked, it would be armour/2). I'm not even sure these values are actually in use for Shogun 2

    Melee vs Melee...
    Melee attack = how much damage a unit causes
    Melee Defense = how likely a unit will parry/evade a melee attack
    Hitpoints = in Medieval 2, it behaved like an extra life. 1 is normal
    Armor = behaves like additional hitpoints
    Melee combat is simple (and the principal is similar for ranged combat)

    Hit_Chance_Percent = 50 + Fn(Melee_Attack) - Fn(Melee_Defence) - Fn(Armour); // There are clamps on this so a unit with no attack can still hurt a unit with infinite defence, and ofcourse the inverse. 20-95% IIRC

    if (Random() * 100 < Hit_Chance_Percent)
    => Target_Health = Target_Health - 1;

    Working values of health and damage are only introduced in Rome 2, no previous title has anything more than a binary health system (excluding the occasional unit with bonus HP)
    Last edited by crzyrndm; November 06, 2013 at 08:37 PM.
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