Welcome Guest [Log In] [Register]
Add Reply
Damage Calculations
Topic Started: Jul 7 2010, 10:35 PM (88 Views)
Knows-Many-Secrets

There is none! Isn't that swell? Nah, here we use our best judgment to decide damage. As a general rule you get hurt exactly as much as you would in real life. If you get hit by a sword, you get cut. Hit by an arrow? It goes through. If you're wearing armor then it'll soften or deflect most impacts. Keep in mind that weapons of a higher quality metal than the armor CAN penetrate if a significant enough amount of force is put behind it. In the same way if a flimsy iron sword is struck with enough force by a daedric longsword, more than likely the force will be enough to shatter it. In any situation where two members cannot decide if the damage dealt is significant enough based on the situation, an Admin can be called upon to settle the dispute.

Special note
The following races are beastly strong, and so can take significantly more damage than other races without going down. Be aware even they have their limits, and will die if they take levels of damage that could down an elephant.
Orcs
Redguard
Nords
Any sort of werecreature.


Spell Damage
Now spells and such are a tricky thing. Sure, most are obvious enough. A fireball spell will have a certain amount of concussive force followed by severe burning and a lightning bolt will shock the bajeebus out of anyone. But some spell effects are a bit less obvious.
Damage Health - I tend to like to see this as just severely damaging the body when hit. A powerful concussive blast that may cause the body to start cutting open all over. Bleeding from wounds that weren't there. All, of course, depending on the magnitude of the spell cast.
Damage Fatigue - Pretty simple. It tires the target out. Causing heavy breathing, lack of strength to keep moving around. Things of that sort.
Disintegrate Armor/Weapons - Exactly as the spell says! But not so powerful. When the effect hits it causes rapid wear and tear on the item in question. Aging it, if you will. This can weapon the item's resistance to breaking, and if struck by an attack will be far more likely to shatter. This ability does not effect Artifacts, and is considerably weaker against enchanted weapons and armor.
Health Absorb - Similar to the Damage Health effect, only with the life energy leaving your body swarming into the caster and healing the wounds to the same degree cuts and bruises form across your body.
Edited by Knows-Many-Secrets, Nov 28 2011, 08:45 PM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · The Mechanics · Next Topic »
Add Reply