
Originally Posted by
Downtown1
Is there equation for this? It seems a lot like missile damage (step 1: determine if any damage was made at all, step 2: determine actual damage based on dice roll) but I'm not sure. Equations for either of the steps would be good (preferably both)?
Chance to hit we don't really have any specifics on (it's all done within the code, which we have no access to), but in essence:
Code:
Hit_Chance_pct = 50 + Fn(Melee_Attack, Charge) - Fn(Melee_Defence) +/- Fn(Situation, Environment)
if(Hit_Chance_pct > 95) {Hit_Chance_pct = 95}
if(Hit_Chance_pct < 20) {Hit_Chance_pct = 20}
You could use the data I collected for the OP to formulate something a little more specific, but the amount of randomness involved here is substantial, nevermind how much the caps are interfering.
The armour/damage/health system is much simpler (and exposed due to developer comments).
Code:
Damage_dealt = Weapon_Damage - Armour*Rand()
Current_health = Current_health - Damage_dealt