____ _ ____ _ | _ \ __ _ _ __| | __ | _ \ ___| |__ _____ | | | |/ _` | '__| |/ / | | | |/ _ \ |\ \ / / _ \ | |_| | (_| | | | < | |_| | __/ | \ V / __/ |____/ \__,_|_| |_|\_\ |____/ \___|_| \_/ \___| COMBAT MECHANICS FAQ by Stacktrace (stacktrace@gmail.com) ############################################################################### Last updated: February 5, 2012 (Version 1.0) =============================================================================== [Change Log] =============================================================================== Version 1.0: Initial version based on game version 1.1.4 =============================================================================== [Introduction] =============================================================================== Welcome to the Combat Mechanics FAQ for Dark Delve. I am always interested in the combat mechanics of RPG games I enjoy. As the creator of the game Dark Delve I have the unique position of knowing the actual combat mechanics used within and wanted to share the details for other like minded individuals. Seeing the support and love this little indie RPG has been getting has been the most exciting part of this project, and I cannot thank the fans of this game enough. If you have any questions or requests for additional information, please feel free to email me. -Stacktrace stacktrace@gmail.com =============================================================================== [1. Character Stats] =============================================================================== Each character has 4 visible stats that determine how they perform in combat. There is also three hidden stats used behind the scenes that are derived from one of the other stats. [Visible Stats] Attack The base damage caused by weapon attacks Defense Reduces weapon damage Speed Determines when a character acts Magic Determines base damage from Magic attacks [Hidden Stats] Resist Derived from Magic, reduces magic damage taken Critical Derived from Speed, represents the percent chance to score critical damage with all attacks Flee Derived from Speed, represent the percent chance to successfully Run away in combat Though each hidden stat is based on a visible stat, they can all be further updated individually through Equipment, Skills and Conditions. Resist = Magic / 2 Critical = Speed / 5 Flee = 30 + Speed / 5 =============================================================================== [2. Hit Calculation] =============================================================================== There are two types of attacks, and each type of attack has a different base hit chance. Weapon attacks have a base of 90% to hit the target Magic attacks have a base of 120% to hit the target Weapon accuracy bonuses do not affect Magic attacks. Weapon accuracy bonuses only affect attacks with that weapon (offhand hit bonuses do not affect main hand attacks, and vise versa) Skills identified as "Accurate" have an additional +25% to hit Blind attackers suffer a penalty of -40% to hit Blind targets are 20% easier to hit Targets with Evasion are 40% harder to hit Stunned targets are always hit (no roll to hit is made) Some enemy types have additional traits that affect the to hit calculation: - Boss enemies except the Goblin Warlord, Roach Warden, and Rat King have a +10% bonus to hit - Demonic Fiend has an Accuracy bonus of 20% - Clockwork Hulk has an Accuracy bonus of 40% - Rat Thief is more difficult to hit by 20% +/-5% based on game difficulty - Ratassin is more difficult to hit by 10% - Shades are more difficult to hit by 30% +/-10% based on game difficulty - Imps are more difficult to hit by 10% - The following enemies are easier to hit Earth Shield by 10% Earth/Fire/Water/Air Rune by 20% Bull/Lion/Dragon/Phoenix/Serpent Lock by 20% Barrel by 20% Crate by 20% Coffins by 30% =============================================================================== [3. Damage Calculation] =============================================================================== The base damage of Weapon based attacks is equal to the attacker's Attack stat The base damage of Magic based attacks is equal to the attacker's Magic stat Each skill modifies this base damage by a fixed multiple (see section 5 below) This base damage value is then modified by the following steps in order: - If the attack was a critical hit, Damage is increased by 50% - Damage is updated by conditions on Attacker AttackUp condition increases Weapon attack damage by 60% MagicUp condition increases magic attack damage by 60% AttackDown condition decreases weapon attack damage by 50% MagicDown condition decreases magic attack damage by 50% - Damage is then randomized by +/- 10% of the computed damage The defender's absorb value. The base absorb value depends on the type of attack: Base Absorb value is equal to the target's Defense for weapon based attacks Base Absorb value is equal to the target's Resist for magic based attacks The base absorb is then modified by the following steps in order: - Base absorb is divided by 2, the decimal portion remains significant - Absorb is updated by conditions on the Defender DefenseUp condition increases absorb against weapon attacks by +40.0 MagicUp condition increases absorb against magic attacks by +40.0 DefenseDown condition decreases absorb against weapon attacks by -40.0 MagicDown condition decreases absorb against magic attacks by -40.0 - If Absorb is less than 0.0, it is set to 0.0 - If Absorb is greater than 90.0, it is set to 90.0 The total absorb represents the percentage of damage absorbed such that: Actual Damage = Damage * (100.0 - Absorb)/100.0 Note: There is a soft cap of 160 for a character's Defense and Resist scores allowing DefenseUp and MagicUp conditions to play a significant part even on characters which have maxed out this value =============================================================================== [4. Status Conditions] =============================================================================== The various status conditions play a major part in the combat in Dark Delve. There are 6 pairs of mutually exclusive conditions. Each pair has both a positive and negative version. Conditions can have up to 9 stacks, and each stack is reduced by 1 at the end of each character's turn. When the stack size is 0, the character loses the condition. If a condition is applied to a character/enemy that already has stacks of the opposite condition in the pairing, the existing opposing stacks will be cancel each other out, leaving only the one which had a greater stack count. (example: applying 3 stacks of DefenseDown to a target that has 2 stacks of DefenseUp will result in the target having a stack count of 1 DefenseDown) Condition Effect --------------------------------------------------------------------- AttackUp Weapon attack damage increased by 60% AttackDown Weapon attack damage decreased by 50% --------------------------------------------------------------------- DefenseUp Increases absorb against weapon attacks by 40% DefenseDown Decreases absorb against weapon attacks by 40% --------------------------------------------------------------------- MagicUp Magic damage and healing increased by 60% Increases absorb against magic attacks by 40% MagicDown Magic damage increased by 60% Magic Healing increased by 50% Decreases absorb against magic attacks by 40% --------------------------------------------------------------------- Evasion Reduces chance to be hit by 40% Blind Increases chance to be hit by 20% Reduces chance to hit by 40% --------------------------------------------------------------------- Haste Doubles initiative value Increases chance to critically hit by 50% of base crit chance Gain extra main hand attack with base attacks and some skills Stun Loses next combat action --------------------------------------------------------------------- Regen Regain 10% of max hp at the start of each turn Increases healing received by 50% Wound Lose 10% of max hp at the start of each turn Reduces healing received by 50% --------------------------------------------------------------------- Note: Regen and Wound Restore/Damage boss enemies by 1-2% instead of 10% as shown above due to their disproportionate amount of hp Boss enemies are also unstunable, though applying stun conditions will still reduce any Haste condition stacks on the boss enemy =============================================================================== [5. Skill Multipliers] =============================================================================== WARRIOR SKILLS ------------------------------------------------------- Skill Type Damage/Healing Multiplier ------------------------------------------------------- Cleave Weapon 1.2 Power Strike Weapon 0.8 + 0.8 per chain Bloodlust Weapon 2.6 Flurry Weapon 1.0 Sunder Weapon 1.0 Slam Weapon 0.8 + 0.2 per chain Vengeance Weapon 3.6 Smite Magic 3.6 Consecrate Magic 0.4 + 0.6 per chain Cleanse Magic 5.0 ------------------------------------------------------- ROGUE SKILLS ------------------------------------------------------- Skill Type Damage/Healing Multiplier ------------------------------------------------------- Hide Magic 1.2 Shadow Strike Magic 0.6 + 0.6 per chain Puncture Weapon 1.75 Envenom Weapon 0.8 + 0.6 per chain Ambush Weapon 4.8 Trip Weapon 1.0 Swipe Weapon 0.5 + 0.25 per chain Fan of Knives Weapon 2.8 Pacify Magic 1.6 Rally Magic 0.4 + 0.4 per chain ------------------------------------------------------- MAGE SKILLS ------------------------------------------------------- Skill Type Damage/Healing Multiplier ------------------------------------------------------- Arcane Bolts Magic 1.2 Heal Magic 0.5 + 0.75 per chain Regrowth Magic 0.5 Call Lightning Magic 1.2 Entangle Magic 1.0 Drain Life Magic 3.0 Reap Soul Magic 0.8 + 1.20 per chain Decay Magic 3.0 Freeze Magic 1.0 Fireball Magic 0.6 + 0.6 per chain Incinerate Magic 3.0 + 0.4 per condition stack removed ------------------------------------------------------- ############################################################################### COPYRIGHT (C) 2012 by Stacktrace All Right Reserved