Talk:Attack Resolution

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scope?[edit source]

Currently Attack resolution only deals with chance to hit, shouldn't we also add the formula/example of how damage taken is calculated? --AnotherArk (talk) 07:07, 14 December 2013 (UTC)

With the reveal of new mechanics(Concentration\Interruption), I would prefer if the scope this article would be changed from 'Attack Resolution' to 'combat'. Starting with how combat works(Engagement/disengagement, Attack Roll, Damage calculation, Hit reactions) if necessary(enough content) we could split later on, but for starters we would have a complete overview of how combat works in one place.--AnotherArk (talk) 17:17, 17 January 2014 (UTC)

good idea. But I'm not sure if engagement should be in the 'combat' arcticle. Maybe a short explanation and a link to the whole article. --Prometheus12345 (talk) 15:33, 19 January 2014 (UTC)
I put a basic skeleton for Combat related mechanics, I decided to go with a modest basic summaries overview, keeping more detailed entries with examples(eventually more detail on abilities that effect them) as is. I hope it works, if not then be bold ;)--AnotherArk (talk) 19:43, 19 January 2014 (UTC)


Wrong Resolutions?[edit source]

This is quoted from the devs forums: "Attack Resolution I've talked about this a bunch on the forums, but not in an update. All attacks in Project Eternity compare the attacker's Accuracy value to one of four defenses: Deflection (direct melee and ranged attacks), Fortitude (body system attacks like poison and disease), Reflexes (area of effect damage attacks), and Willpower (mental attacks).

A number between 1 and 100 is generated to determine the attack rules. If the Accuracy and target defense are the same value, these are how the results break down:

   01-05 = Miss
   06-50 = Graze
   51-95 = Hit
   96-100 = Critical Hit

A Hit is the standard damage and duration effects, a Graze is 50% minimum damage or duration, a Critical Hit is 150% maximum damage or duration, and a Miss has no effect. In a balanced Attack and defense scenario, the majority of attacks wind up being Hits or Grazes. If the Accuracy and defense values are out of balance, the windows for each result shift accordingly, while always allowing for the possibility of a Graze or a Hit at the extreme ends of the spectrum."

In differs from the graphs on this site. Any chance to verify what is the right resolution?

The ranges in the article are correct. It's the references (which are 2 years old) that were made irrelevant during the development. The person that edited the article simply left them in place, even thought they are no longer completely valid.--Lychnidos (talk) 00:46, 14 May 2015 (UTC)

Thanks, that clarifies it! --Philkingz (talk) 15:05, 14 May 2015 (UTC)

crit multi[edit source]

do I understand it correctly that a critical hit multiplier of e.g. 0.1 on an item means that the damage of crits is 160% instead of the usual 150%? Or does that factor mean something totally different, e.g. increases probability of achieving a crit somehow? --79.194.229.65 09:08, 9 March 2016 (UTC)

Yes, if you have a crit damage multiplier of 150%, a bonus of 0.1 (or 10%) would turn that into 160%. See also Stacking#Percentages. --Ineth2 (talk) 11:41, 9 March 2016 (UTC)