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Index » Muelsfell Game Forum » Golem and Combat Discussions Muelsfell World v1.0 Forums
AuthorThread: Explanation of damage and resistance system
TerekDomar
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Posts: 29
Location: Hans Mina
Magus Age: 112 years old
Clan: OTAKU2
Real Name: B. I. Flight
Email: thelonelywinds@yahoo.com
Message #42344 Posted: Feb 23, 2010, 2:54 pm
Hello, everybody, the resident clueless noob here.

This time around, I was wondering if anyone could explain for me just how the damage and resistance system works? In layman's terms, please: keep in mind I'm a casual player and Johnny, more here for the flavor of the game than for mechanics. Still, I would like to have a better understanding of just how the crunching works.

So, how does it go? If I have a 1 Impact damage, that equates to a random range of actual damage "rolled" by the game, not one point, right? Or is it applied to an outside "roll"? I keep seeing different listings in different places (including the wiki) that just confuse me.

Likewise, resistance. I know there's a "minimum damage" that at least many monsters have that seem to work around this. What's the basic function? If I have 5 Fire Resistance and get hit with 6 Fire damage, do I take 1 Fire damage, or (1 Fire + X Random/Minimum) damage?

On a different note, about strengths and carrying capacities. Are there strict numbers for how much loot actually weighs? Are ten Money less heavy than ten Adamantine nuggets, or is it all the same? And how much does any of a given thing weigh? I have yet to weigh down a golem enough that I've gotten any kind of message stating it couldn't carry some loot back to me, but does such a message even exist, or will I simply have less treasure returned?

Thanks in advance to anyone kind enough to help out!
Kyomi
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Posts: 274
Location: Andulaz
Magus Age: 124 years old
Clan: OTAKU
Message #42345 Posted: Feb 23, 2010, 3:03 pm
Lemme try to make this simple.

Minimum damage = Strength divided by 10.

If your golem has 10 str, you will ALWAYS do 1 damage. Even if something has heaps and heaps of armor.

Damage types, no matter what they are, are added to the above. So, 1 impact + 10 str = 2 damage.

Armor of various types protects against damage. So, armor that stops 1 impact will reduce the above example to 1 damage (minimum)

That is for all damage types. As far as I know, the only 'random' roll is for hitting. Better eyes are your friend. :)
Xorphitus
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Posts: 182
Location: Rildesjan
Magus Age: 122 years old
Clan: HAVOC
Message #42348 Posted: Feb 23, 2010, 4:21 pm
Well, there is a random factor in damage though. At least this is what my experience with dragon breath tells me, where there is a range of between 24 to 32 fire damage for example. But most critters do fixed damage, so it is the formula above, with all 6 damage types plus strength damage bonus, defining the minimum.

As for the loot, I would like to know about this as well. Usally 50 lbs free capacity is enough for most monster loot, as a rule of thumb.
Yamikuronue
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Message #42349 Posted: Feb 23, 2010, 4:21 pm
Someone should toss this in the newbie help forum.
Naelwyn
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Message #42362 Posted: Feb 23, 2010, 10:43 pm
Done.
Halftea
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Message #42370 Posted: Feb 24, 2010, 2:36 am
Minimum damage = Strength divided by 10.
If your golem has 10 str, you will ALWAYS do 1 damage. Even if something has heaps and heaps of armor.


Actually, in melee you will get minimum 2 damage for a 10 strength golem broken down as 1 point for hitting + minimum damage (in this case another 1 point).

For ranged attacks, you would get the one point for hitting, plus any Strength bonus - unless it does pure elemental damage - which would mean just the 1 point for hitting and whatever elemental damage gets thru (no strength bonus for that). Otherwise I totally concur with everything stated. Although I rarely use ranged weapons, so a Ranged Clan member might have better info.

Then you can add in the impact/slice/puncture damage if it isn't blocked by armour. At least that's how the system always seemed to work for me.

edits: Corrected the information on Ranged attacks and minimum damage/elemental ranged thanks to Ranged Clan input :)

Last Edited: Feb 27, 2010, 1:45 am
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 113 years old
Message #42376 Posted: Feb 24, 2010, 4:47 am
Strength factors in for Ranged attacks, just not pure elemental attacks.
TerekDomar
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Posts: 29
Location: Hans Mina
Magus Age: 112 years old
Clan: OTAKU2
Real Name: B. I. Flight
Email: thelonelywinds@yahoo.com
Message #42381 Posted: Feb 24, 2010, 2:22 pm
Thanks for the input, folks!

EDIT: Ooh, folow up question: Are multiple weapons equipped on a golem cumulative like other items? If I stack, say, an Iron Sword and an Iron Club on one golem, will their damage bonuses still count? Or do you only get one "primary" weapon's use?
Last Edited: Feb 24, 2010, 3:15 pm
Naelwyn
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Posts: 209
Location: Hans Mina
Magus Age: 111 years old
Clan: OTAKU2
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Message #42405 Posted: Feb 25, 2010, 2:39 am
Nope. But if one is knocked off in combat, the golem will use the other one.

Also, depending on the energy use of the weapons, the golem may use different weapons interchanged with fists if you have multiples.

The primary "Multiweapon" bonus is when you attach both a ranged weapon and a melee weapon on a golem set to "Normal.", which is actually a decent AI if you give it certain loadouts.
SkitzYie
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Posts: 383
Location: Mottonsborough
Magus Age: 111 years old
Clan: ARROW
Message #42439 Posted: Feb 25, 2010, 5:40 pm
If holding two melee weapons, will the accuracy bonus stack?
Naelwyn
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Posts: 209
Location: Hans Mina
Magus Age: 111 years old
Clan: OTAKU2
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Message #42450 Posted: Feb 26, 2010, 5:14 am
Not to my knowledge. The accuracy bonus is applied only to attacks with that weapon.

(However, sometimes certain things stack oddly with regards to equipment. It's a bug that I cannot replicate yet.)
Kenneth
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Posts: 133
Location: Asylum
Magus Age: 104 years old
Clan: OASIS
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Message #42463 Posted: Feb 27, 2010, 1:24 am
What if you have 2 melee weapons on the same hand?
Kaelas
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Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #42465 Posted: Feb 27, 2010, 4:10 am
No real point to that set-up. You only get one bonus and you don't get the advantage of having a back-up weapon if the first is knocked off.
Vardos
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Posts: 146
Location: Mallow
Magus Age: 120 years old
Message #42468 Posted: Feb 27, 2010, 6:29 am
Well i have an equally newbish question I thought golems of different CLs were suppose to modify combat scores. If this is the case why when I got attacked by an iron 1 when I had a flesh 1 out did the attacker and myself receive 5 xp? Last time I checked a level 1 iron is about CL 6 compared to my 2 so at most the attacker should have earned 1 xp.

Can someone tell me if i am off my rocker?

Vardos Korinth
The Dark Putz
Xorphitus
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Posts: 182
Location: Rildesjan
Magus Age: 122 years old
Clan: HAVOC
Message #42469 Posted: Feb 27, 2010, 7:49 am
Should have been a transmuted flesh golem. They keep the original ECL, chest and frame hps but win the new materials resistance, damage and appearance.
 
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