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modrel_armor_class = ∑<item>[ modrel(<item>, armor_class) ] * ( base_armor_class + modabs_armor_class ) | modrel_armor_class = ∑<item>[ modrel(<item>, armor_class) ] * ( base_armor_class + modabs_armor_class ) | ||
Armor/lower armor [[Spellcasting|spells]] subtract/add one point per caster level to the armor class. Other spells don't modify the armor class directly. | Armor/lower armor [[Spellcasting|spells]] subtract/add one point per [[caster level]] to the armor class. Other spells don't modify the armor class directly. | ||
modspell(armor_class, Armor, <caster_level>) = 1 * <caster_level> | modspell(armor_class, Armor, <caster_level>) = 1 * <caster_level> | ||
modspell(armor_class, Lower armor, <caster_level>) = -1 * <caster_level> | modspell(armor_class, Lower armor, <caster_level>) = -1 * <caster_level> | ||
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modspell_armor_class = ∑<spell>,<caster_level>[ modspell(armor_class, <spell>, <caster_level>) ] | modspell_armor_class = ∑<spell>,<caster_level>[ modspell(armor_class, <spell>, <caster_level>) ] | ||
The full armor class is calculated as: | The full armor class is calculated as: |
Revision as of 18:53, 25 August 2013
Besides attributes and skills, the player has the following stats in Arx Fatalis. These cannot be directly modified by spending points when leveling up but instead are computed from the player level, attributes, skills, equipped items and active spells.
Health
Also known as "Life" in the source code.
raw_max_health = raw_constitution * (level + 2) full_max_health = full_constitution * (level + 2)
Player health
is never above full_max_health
. If health
drops to 0
the player dies - duh.
Mana
base_max_mana = raw_mental * (level + 1) full_max_mana = full_mental * (level + 1);
Player mana
is always in the range [0, full_max_mana]
.
Armor Class
base_armor_class = max(1, floor(base_defense / 10 - 1))
Equipped items can increase or decrease the armor class:
modabs_armor_class = ∑<item>[ modabs(<item>, armor_class) ]
Alternatively, equipped items can also add or remove a percentage of the armor class:
modrel(<item>, armor_class) = modpercent(<item>, armor_class) / 100 modrel_armor_class = ∑<item>[ modrel(<item>, armor_class) ] * ( base_armor_class + modabs_armor_class )
Armor/lower armor spells subtract/add one point per caster level to the armor class. Other spells don't modify the armor class directly.
modspell(armor_class, Armor, <caster_level>) = 1 * <caster_level> modspell(armor_class, Lower armor, <caster_level>) = -1 * <caster_level> modspell(armor_class, <spell>, <caster_level>) = 0
modspell_armor_class = ∑<spell>,<caster_level>[ modspell(armor_class, <spell>, <caster_level>) ]
The full armor class is calculated as:
full_armor_class = max(0, base_armor_class + modabs_armor_class + modrel_armor_class + modspell_armor_class + cheats)
TODO: Why use base_defense
(via base_armor_class
) and not full_defense
for full_armor_class
? (bug #322)
Magic Resistance
base_resist_magic = floor(raw_mental * 2 * (1 + base_casting / 200));
Equipped items can increase or decrease the magic resistance:
modabs_resist_magic = ∑<item>[ modabs(<item>, resist_magic) ]
Alternatively, equipped items can also add or remove a percentage of the magic resistance:
modrel(<item>, resist_magic) = modpercent(<item>, resist_magic) / 100 modrel_resist_magic = ∑<item>[ modrel(<item>, resist_magic) ] * ( base_resist_magic + modabs_resist_magic )
The full magic resistance is calculated as:
full_resist_magic = max(0, base_resist_magic + modabs_resist_magic + modrel_resist_magic + cheats)
TODO: Why use raw_mental
and base_casting
(via base_resist_magic
) and not full_mental
and full_casting
for full_resist_magic
? (bug #322)
Poison Resistance
base_resist_poison = floor(raw_constitution * 2 + (1 + full_defense / 4));
TODO: Why use full_defense
and not base_defense
for base_resist_poison
?
Equipped items can increase or decrease the poison resistance:
modabs_resist_poison = ∑<item>[ modabs(<item>, resist_poison) ]
Alternatively, equipped items can also add or remove a percentage of the poison resistance:
modrel(<item>, resist_poison) = modpercent(<item>, resist_poison) / 100 modrel_resist_poison = ∑<item>[ modrel(<item>, resist_poison) ] * ( base_resist_poison + modabs_resist_poison )
The full magic resistance is calculated as:
full_resist_poison = max(0, base_resist_poison + modabs_resist_poison + modrel_resist_poison + cheats)
TODO: Why use raw_constitution
(via base_resist_poison
) and not full_constitution
for full_resist_poison
? (bug #322)
Damages
This is the level of damage the player can inflict in one hit:
base_damages = max(1, (raw_strength - 10) / 2)
Equipped items can increase or decrease the damages:
modabs_damages = ∑<item>[ modabs(<item>, damages) ]
Alternatively, equipped items can also add or remove a percentage of the damages:
modrel(<item>, damages) = modpercent(<item>, damages) / 100 modrel_damages = ∑<item>[ modrel(<item>, damages) ] * base_damages
TODO: Why not include modabs_damages
in the scale for modrel_damages
like with other stats?
The full damages are calculated as:
full_damages = max(1, base_damages + modabs_damages + modrel_damages + full_close_combat / 10 + cheats)
TODO: Why use raw_strength
(via base_damages
) and not full_strength
for full_damages
? (bug #322)
TODO: Why use full_close_combat
in full_damages
but not base_close_combat
in base_damages
?
Aim Time
This is the time the player needs to charge the weapon to inflict maximum damages.
Equipped items can set the aim time:
modabs_aim_time = ∑<item>[ modabs(<item>, aim_time) ]
if(floor(modabs_aim_time) <= 0) base_aim_time = 1500 else base_aim_time = floor(modabs_aim_time)
TODO: This does not make sense if more than one item modifies aim_time.
The full aim time is calculated as:
full_aim_time = max(1500, base_aim_time - floor(full_dexterity * 20 - 200))
Some cheats set the aim time to 100.