Post by CJ on Feb 9, 2008 4:43:00 GMT -5
Every character has the following equip slots;
Hand: Weapons go here.
Off-Hand: Shields go here. Weapons may also go here, but without the right proficiencies it's a bad idea. This slot is also taken up by two handed weapons if you wield one.
Helmet: Something to protect your dome. Generally provides a slight armor boost, as well as special effects on Spell/Technique use. Usually Spell.
Body: Main body armor. This will provide the brunt of your Armor rating.
Arm: Armor worn on the arms. Generally provides a TINY armor boost, and may protect your arms against things that target them.
Glove: Gloves, whether cloth or armored. Generally assist technical skills such as spells and techniques, or Defending.
Leg: Armor worn on the legs. Generally provides a TINY armor boost, and may protect your legs against things that target them.
Boot: Boots or shoes. Generally assist movement skills, or Dodging.
Belt: Keeps your pants up, and generally have effects on things you hang from them, such as items and equipment.
Accessory 1: Wild card slot. Anything that doesn't fit elsewhere will usually go here, and their effects are as diverse as their types.
Accessory 2: Another wild card slot. Anything that doesn't fit elsewhere will usually go here, and their effects are as diverse as their types.
What does this shiny sword do, you ask? It's simple really. It goes against the Armor of the person you attack, and if it is higher, you do a little extra damage. If it isn't, then it didn't hurt to at least try. Spells do the same thing, only they cost MP. In either case, Defense/SDefense does absolutely nothing to the value. Only armor.
Guns use slightly different rules, detailed elsewhere.
Weapons can deal various different kinds of damage, detailed below.
-Cutting: Weapons that deal damage by slicing up the target tend to deal the best damager when compared to other damage types of equal quality and material. This is a general statement though and not always true; Wooden weapons, for example, tend to deal rather horrible Cutting damage but good Bludgeoning. Stone weapons tend to deal better Piercing damage than anything.
This trait of Cutting weapons won't be expressed in your beginning weapon, and may be hard to spot in weapons that are bought or found. It is kept in mind, though, whenever a Cutting weapon is statted.
-Piercing: Weapons that deal damage via a sharp point and a thrusting motion. This subtle damage, while not as damaging, is much easier to control and aim, and the small striking surface means it can dip past chinks in armor. This Armor Pierce, AP, chance is equal to the weapon's damage, unmodified (even by a crit). This chance, if it works, makes the target's armor +0/+0 for that strike only, but doesn't bypass any other form of defense.
If a Critical Hit and an AP coincide, the result is a Critical AP. Any defense, even resistances, are completely ignored, and the Physical armor bonus for the highest piece of equipment is actually reversed, added to the weapon damage for only that attack. Furthermore, all further AP chances against targets wearing that armor are doubled.
--Guns: Guns deal a modified form of Piercing damage, somewhat 'neutered' Piercing. It lacks the AP chance, but is in all other respects Piercing damage for purposes of Weaknesses, Strengths. Critical gun attacks add three times the gun's AP to it's Damage stat.
-Bludgeoning: Weapons that deal damage via sheer force applied to a relatively wide area. This violent form of attack has a Stun chance equal to the Weapon Damage after all other calculations, including critical damage and weakness nailing, but is likewise halved by Resistance. This stun, once it goes off, is equal in all ways to the status effect of the same name. As a secondary effect, Bludgeoning weapons deal double damage to stats when used in stat lowering techs.
--Unarmed: Like Gun damage, Unarmed strike damage is simply a modified Bludgeoning. Unlike guns, though, the change is an improvement. "Weapon Damage" is considered to be three times the attacker's Power stat, but this doesn't actually increase the damage of the attack. It is applied the same as Bludgeoning damage for it's stun chance, and this chance is doubled by Crits. Unarmed critical strikes, as well as Weaknesses, also have base stat doubled for damage. The same applies to Strengths, though.
If a Bludgeoning weapon has a trait that says 'Usable with MA prof' or 'Not considered a weapon', either it's Weapon Damage or triple the user's Power Bonus is used, whichever is higher.
If a non-Bludgeoning weapon has such a trait, subtract the damage from the triple Power Bonus.
-Magic: Some weapons deal elemental damage as either a secondary or primary damage. In either case, they still follow the rules of weapons. They do not benefit from SPwr Bonus, and they do not apply base stat to Crits, nor to Weaknesses (or Strengths for that matter).
Magic damage is factored against SArmor, which will be bypassed by a successful AP if the weapon also deals Piercing damage, or even reversed on a Critical AP, added to the magic damage.
In summary;
Cutting - Best damage.
Piercing - Armor Pierce chance based on unaltered weapon damage , Critical AP effect.
Gun - Piercing damage without AP chance, Crits convert AP stat into extra damage.
Bludgeoning - Stun chance based on final weapon damage. Stat damage from weapon techs doubled.
Unarmed - Pwr Bonus based Stun chance, Power stat factored into Crit, Weakness, and Resistance.
Magic - Magic damage is still treated as weapon damage for all intents and purposes, though it goes against SArmor. AP and Critical AP both apply to SArmor as well.
Clear as mud, right?
Armor is equally win-win. Every armor has what looks like a fraction that denotes it's protective abilities (+#/+#). The first number denotes physical protection. The second denotes special protection. Physical protection lowers the damage of weapons, and Special lowers the damage of spell damage (Keep in mind that 'Spell Damage' is a loose term that applies to any damage resulting from magic, such as a breath weapon). In neither case can damage be lowered into the negatives.
Accessories, as well as, to a lesser degree, Gloves, Boots, Arms, Legs, Helmets, and Belts can have allll kinds of effects, and they will be detailed in the description.
The only really important thing to keep in mind that a boost to Damage applies to weapon/spell, and a boost to Power applies to the stat itself.
Likewise, a boost to Defense/SDefense applies to that stat, and a boost to Armor applies to that total armor stat.
If an equipment says it boosts 'Dodging' or 'Priority', it generally just means it increases Speed, but only when one is dodging or interrupting. An increase to Priority won't increase your dodging any, or vice versa.
Hand: Weapons go here.
Off-Hand: Shields go here. Weapons may also go here, but without the right proficiencies it's a bad idea. This slot is also taken up by two handed weapons if you wield one.
Helmet: Something to protect your dome. Generally provides a slight armor boost, as well as special effects on Spell/Technique use. Usually Spell.
Body: Main body armor. This will provide the brunt of your Armor rating.
Arm: Armor worn on the arms. Generally provides a TINY armor boost, and may protect your arms against things that target them.
Glove: Gloves, whether cloth or armored. Generally assist technical skills such as spells and techniques, or Defending.
Leg: Armor worn on the legs. Generally provides a TINY armor boost, and may protect your legs against things that target them.
Boot: Boots or shoes. Generally assist movement skills, or Dodging.
Belt: Keeps your pants up, and generally have effects on things you hang from them, such as items and equipment.
Accessory 1: Wild card slot. Anything that doesn't fit elsewhere will usually go here, and their effects are as diverse as their types.
Accessory 2: Another wild card slot. Anything that doesn't fit elsewhere will usually go here, and their effects are as diverse as their types.
What does this shiny sword do, you ask? It's simple really. It goes against the Armor of the person you attack, and if it is higher, you do a little extra damage. If it isn't, then it didn't hurt to at least try. Spells do the same thing, only they cost MP. In either case, Defense/SDefense does absolutely nothing to the value. Only armor.
Guns use slightly different rules, detailed elsewhere.
Weapons can deal various different kinds of damage, detailed below.
-Cutting: Weapons that deal damage by slicing up the target tend to deal the best damager when compared to other damage types of equal quality and material. This is a general statement though and not always true; Wooden weapons, for example, tend to deal rather horrible Cutting damage but good Bludgeoning. Stone weapons tend to deal better Piercing damage than anything.
This trait of Cutting weapons won't be expressed in your beginning weapon, and may be hard to spot in weapons that are bought or found. It is kept in mind, though, whenever a Cutting weapon is statted.
-Piercing: Weapons that deal damage via a sharp point and a thrusting motion. This subtle damage, while not as damaging, is much easier to control and aim, and the small striking surface means it can dip past chinks in armor. This Armor Pierce, AP, chance is equal to the weapon's damage, unmodified (even by a crit). This chance, if it works, makes the target's armor +0/+0 for that strike only, but doesn't bypass any other form of defense.
If a Critical Hit and an AP coincide, the result is a Critical AP. Any defense, even resistances, are completely ignored, and the Physical armor bonus for the highest piece of equipment is actually reversed, added to the weapon damage for only that attack. Furthermore, all further AP chances against targets wearing that armor are doubled.
--Guns: Guns deal a modified form of Piercing damage, somewhat 'neutered' Piercing. It lacks the AP chance, but is in all other respects Piercing damage for purposes of Weaknesses, Strengths. Critical gun attacks add three times the gun's AP to it's Damage stat.
-Bludgeoning: Weapons that deal damage via sheer force applied to a relatively wide area. This violent form of attack has a Stun chance equal to the Weapon Damage after all other calculations, including critical damage and weakness nailing, but is likewise halved by Resistance. This stun, once it goes off, is equal in all ways to the status effect of the same name. As a secondary effect, Bludgeoning weapons deal double damage to stats when used in stat lowering techs.
--Unarmed: Like Gun damage, Unarmed strike damage is simply a modified Bludgeoning. Unlike guns, though, the change is an improvement. "Weapon Damage" is considered to be three times the attacker's Power stat, but this doesn't actually increase the damage of the attack. It is applied the same as Bludgeoning damage for it's stun chance, and this chance is doubled by Crits. Unarmed critical strikes, as well as Weaknesses, also have base stat doubled for damage. The same applies to Strengths, though.
If a Bludgeoning weapon has a trait that says 'Usable with MA prof' or 'Not considered a weapon', either it's Weapon Damage or triple the user's Power Bonus is used, whichever is higher.
If a non-Bludgeoning weapon has such a trait, subtract the damage from the triple Power Bonus.
-Magic: Some weapons deal elemental damage as either a secondary or primary damage. In either case, they still follow the rules of weapons. They do not benefit from SPwr Bonus, and they do not apply base stat to Crits, nor to Weaknesses (or Strengths for that matter).
Magic damage is factored against SArmor, which will be bypassed by a successful AP if the weapon also deals Piercing damage, or even reversed on a Critical AP, added to the magic damage.
In summary;
Cutting - Best damage.
Piercing - Armor Pierce chance based on unaltered weapon damage , Critical AP effect.
Gun - Piercing damage without AP chance, Crits convert AP stat into extra damage.
Bludgeoning - Stun chance based on final weapon damage. Stat damage from weapon techs doubled.
Unarmed - Pwr Bonus based Stun chance, Power stat factored into Crit, Weakness, and Resistance.
Magic - Magic damage is still treated as weapon damage for all intents and purposes, though it goes against SArmor. AP and Critical AP both apply to SArmor as well.
Clear as mud, right?
Armor is equally win-win. Every armor has what looks like a fraction that denotes it's protective abilities (+#/+#). The first number denotes physical protection. The second denotes special protection. Physical protection lowers the damage of weapons, and Special lowers the damage of spell damage (Keep in mind that 'Spell Damage' is a loose term that applies to any damage resulting from magic, such as a breath weapon). In neither case can damage be lowered into the negatives.
Accessories, as well as, to a lesser degree, Gloves, Boots, Arms, Legs, Helmets, and Belts can have allll kinds of effects, and they will be detailed in the description.
The only really important thing to keep in mind that a boost to Damage applies to weapon/spell, and a boost to Power applies to the stat itself.
Likewise, a boost to Defense/SDefense applies to that stat, and a boost to Armor applies to that total armor stat.
If an equipment says it boosts 'Dodging' or 'Priority', it generally just means it increases Speed, but only when one is dodging or interrupting. An increase to Priority won't increase your dodging any, or vice versa.