Bishop_45 Posted June 30, 2007 Share Posted June 30, 2007 I wanted to ask u guys something:> do you know how r things like attack, evade, blaster bolt deflection, and so on..., how are thoose things calculated in KOTOR, or in other games; well I would first like to know how is it done in KOTOR. So if any1 could explain or give me a link on a page where it is explained ??? Link to comment Share on other sites More sharing options...
Darth Badguy Posted June 30, 2007 Share Posted June 30, 2007 just a random chance most of the time. like random(0,maximal_damage) is the damage that is been done and random(0,1) determines bolt deflection. At least, thats the way i do it in my games. Link to comment Share on other sites More sharing options...
Bishop_45 Posted June 30, 2007 Author Share Posted June 30, 2007 just a random chance most of the time. like random(0,maximal_damage) is the damage that is been done and random(0,1) determines bolt deflection. At least, thats the way i do it in my games. Ok, I know it isn't theat way because then would be no need for stuff like Strenght, Dexterity, ..., and no use of feats; I would actually like to know how to calculate it !!! Link to comment Share on other sites More sharing options...
Balderdash Posted June 30, 2007 Share Posted June 30, 2007 The game is based on Dungeons and Dragons rules which use dice, most of the time a twenty sided dice: http://en.wikipedia.org/wiki/D20_system It would take much too long to explain all the specifics, but if you play KotOR and look in the dialogue section of the journal, you should see that combat calculations are broken down. IIRC it's under a tab: "Feedback". Esssentially though, in KotOR, individual combat attacks are: Player A's base attack (includes bonuses from your STR or DEX attributes) + any bonuses from feats and equipment + d20 score (ie. the dice score) VS. Player B's defence + bonuses from feats and equipment + 10 If Player A succeeds, a hit is scored and then damage is worked out. If more than one attack is made during a round, because of the flurry feat, or the speed force power, they are worked out individually. Link to comment Share on other sites More sharing options...
Ctrl Alt Del Posted June 30, 2007 Share Posted June 30, 2007 As Balderdash explained, it's all in the d20 system (also explained on the link he provided). It's quite simple, and the game manual gives detailed info about it. Even the game itself does. Link to comment Share on other sites More sharing options...
Bishop_45 Posted June 30, 2007 Author Share Posted June 30, 2007 @Balderdash ; oh; lol, I knew it was simple I just forgot the d20 system; ok thx !!! So, actually it is Attack:= Base attack (Strenght or Dexterity -> there is a feat theat allows u using dex instead of the strenth) + bonuses (feats, exuip., ... in NWN2 also skills like parry) + random(20) ; Defense:= Base defense + bonuses + random(20); {so, here goes question: how big are thoose base values ???} if Attack > Defense then Health:=Health-(Attack-Defense) else writeln('attack failed, ...... sucker'); , is tht correct ??? Link to comment Share on other sites More sharing options...
Balderdash Posted July 1, 2007 Share Posted July 1, 2007 So, actually it is Attack:= Base attack (Strenght or Dexterity -> there is a feat theat allows u using dex instead of the strenth) + bonuses (feats, exuip., ... in NWN2 also skills like parry) + random(20) ; Right. DEX is also used for ranged weapons though. And parry is a bit different; you don't make attacks of your own if you're parrying. You have the chance to counter attack if you beat the attacking score by enough of a margin (blaster bolt deflection in KotOR actually kind of works in a similar way although it's not based on any of your skills). Defense:= Base defense + bonuses + random(20); The defender actually doesn't throw a dice I believe, that was my mistake. Also, in D&D, Defense is known as armor class. {so, here goes question: how big are thoose base values ???} In D&D it depends on the class you're playing as. Not really sure in KotOR but it's probably the same. I haven't played KotOR properly for ages so I've kind of forgotten about this stuff. if Attack > Defense then Health:=Health-(Attack-Defense) else writeln('attack failed, ...... sucker'); Not entirely sure what you're trying to say here but I think you've got the idea. Link to comment Share on other sites More sharing options...
Ctrl Alt Del Posted July 1, 2007 Share Posted July 1, 2007 Defense:= Base defense + bonuses + random(20); {so, here goes question: how big are thoose base values ???} They depend upon the attributes. Dextery and constitution changes your base defense. As well some others change your companions successful attack rate, your saving throws, etc. Link to comment Share on other sites More sharing options...
PoiuyWired Posted July 2, 2007 Share Posted July 2, 2007 Con does not change AC/Defence, they affact only amount of HP. Dex gives +1 AC for every point of bonus(or every +2 points of Dex above 10) Note that the wearing of armor affact the max Dex/AC bonus you can use. Note that if you are stupid enough to reduce your Dex below 9 you start to have penalty, not good. Jedis also add Wisdom bonus to AC I think. There are defence/AC bonus from armor. Some item/class/feat give you bonus also. Damage reduction is another thing, but does NOT add to degence/AC. It just reduces the damage you take be a set amount, soaking the damage, usually according to the damage type. Many of those shields soaks a set amount of damage before dying down. Link to comment Share on other sites More sharing options...
Ctrl Alt Del Posted July 2, 2007 Share Posted July 2, 2007 Con does not change AC/Defence, they affact only amount of HP. Oh yeah, my bad. It's this damned manual... Jedis also add Wisdom bonus to AC I think. Nope. The clear difference for wisdom on the Jedi is that their powers become more difficult to resist. Link to comment Share on other sites More sharing options...
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