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==Description==
 
==Description==
The attack's damage type will reduce or increase the [[Damage Threshold]] (DT) of the target, if the target is weak or strong against this damage type. The change of the DT is a percentual, for example [[mail armor]] is 40% worse against crushing attacks. Additional elemental damage from a [[weapon]] is always resisted by 25% of the target's DT, modified by the target's damage type weakness/strength.<ref>[http://spring.me/JESawyer/q/461655770568608569 Josh Sawyer on formspring]</ref>
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The attack's damage type will reduce or increase the [[Damage Threshold]] (DT) of the target, if the target is weak or strong against this damage type. The change of the DT is a percentual, for example [[mail armor]] is 40% worse against crushing attacks. Additional elemental damage from a [[weapon]] is always resisted by 25% of the target's DT, modified by the target's damage type weakness/strength.<ref>[http://new.spring.me/#!/q/461655770568608569 Josh Sawyer on formspring]</ref>
   
 
==Example Calculation==
 
==Example Calculation==

Revision as of 12:59, 16 October 2013

All damage has a specific Damage Type associated with it.

Description

The attack's damage type will reduce or increase the Damage Threshold (DT) of the target, if the target is weak or strong against this damage type. The change of the DT is a percentual, for example mail armor is 40% worse against crushing attacks. Additional elemental damage from a weapon is always resisted by 25% of the target's DT, modified by the target's damage type weakness/strength.[1]

Example Calculation

if you hit someone with a sabre that does +20% Shock damage, you would calculate the base (Slash) damage -- let's say it's 20 -- then the Shock damage, 4. The target is wearing armor that has 8 DT, no special modifier for Slash damage. It takes 12 damage from the sabre itself. The armor has -30% Shock DT, so that goes down to 5.6 DT, which is then reduced to 25% its normal value ,to 1.4 DT. The target takes an additional 2.6 damage from Shock, for a total of 14.6. [2]

Damage Types

There are 7 damage types in Project Eternity.[3]

  • Crushing – physical weapon attacks by weapons like clubs and flails
  • Slashing – physical weapon attacks by weapons like battle axes and sabres
  • Piercing – physical weapon attacks by weapons like stilettos and rapiers
  • Shock – elemental attacks from spells or additional damage to physical weapon attacks
  • Fire – elemental attacks from spells or additional damage to physical weapon attacks

Historical notes

There were two abondoned designs. In the first design, damage types were optimized against the damage thresholds of armor. Slashing weapons did the most damage of the three types, but, unlike the other two types, did not interact with armor. This made it ideal against foes with little to no armor. Piercing weapons negated some of an armor's Damage Threshold, making them efficient against foes with a moderate amount of armor. Crushing weapons did the most damage through armor, which made these weapons ideal against foes with heavy armor.

In the second design, physical damage types were compared against armor weight classifications and can either be "good" or "bad." Bad damage types did half damage before Damage Threshold is applied. Good damage types used an efficiency curve to assess damage done. Energy damage (such as from spells) opposed a different characteristic of armor: its substance type. Similar to physical damage, energy damage types had good or bad opposition characteristics against armor substance.[4]

References