* Today’s Hand of Fate 2 update includes the HoF2 SDK - The Game Master’s Toolkit! These are the same tools used at Defiant to create the HoF2 campaign our future DLC content. Hand of Fate 2 Game Master's Toolkit is now live! See the relevant articles.Just adding the extra notes included in the latest changelog provided here by GOG: Enemies, backgrounds and levels will not be studied here. Modifiers specific to a type are listed under 'Melee' or 'Ranged' sections. Melee skill targets melee defense while ranged skill targets ranged defense. See the relevant articles.ĭistance * (1 + ranged defense * 0.1) (minimum 10) Melee Defense protects against melee attacks while Ranged Defense protects against ranged attacks. If the head is hit the hit is a critical hit and will do additional damage.Ĭritical hit chance = chance to hit head * chance to hit head multiplierĭefense helps avoid hits. If a target is hit a roll is made to determine what body part is hit. The shield and Shiedwall bonus take into account Shield Expert.Ī scattered shot hits as normal but it cannot go astray or scatter again. So even if the target has a shield there's a chance for the projectile to scatter. hit roll > hit chance + (shield + shieldwall bonus) * 2.For those attackers as well as player controlled units either one of these additional conditions must be met: For attackers other than the player the chance is 25% but no ally must be adjacent to the target. Hit = hit roll 2 tiles can scatter and hit adjacent targets. If it is lower than the hit chance the attack hits. The hit roll is a random number between 1 and 100. Hit chance for regular attacks cannot be lower than 5% and cannot go higher than 95%. ![]() Hit chance = hit chance + (distance to target - 1) * hit chance per tile modifier At distance = 1 (adjacent), hit chance is unmodified. The hit chance for some skills is modified with distance (in tiles). Attacks made over allies at a range of 2 tiles are not blocked. If the shot goes astray a −15% penalty to hit chance is applied. One among the intended target obstacles is randomly chosen and targeted instead. The Bullseye Perk reduces it to 50% (* 0.66). ![]() The base hit chance penalty to reach a blocked target is 75%. In that case a red arrow blocked by a shield is displayed over the obstacle. Others just make it more difficult to reach a blocked target. ![]() Some hinder sight completely making it impossible to select the target they hide. The line of fire for ranged attacks can be obstructed by obstacles. With Shield Expert, shield defense = shield defense * 1.25. Some skills ignore the defense bonus granted by shields. If the attacker is on a tile that is below his target's a −10% penalty to hit chance per level difference is applied. If the attacker is on a tile that's more elevated than his target's a +10% bonus to hit chance is granted. Melee defense = melee defense - surround bonus * (adjacent enemies - 1) Each enemy above the first reduces the defense of the surrounded unit making it easier for everyone to hit it. ![]() Surrounding occurs when two or more enemies are adjacent to an ally. Despite the fact that defense is halved over 50, increasing it past that point is nonetheless much more effective than below that threshold. Then it takes only 30 more points to double it again (defense 40=>70, hit chance 40=>20), then 20 points (defense 70=>90, hit chance 20=>10) and, finally, only 10 points (defense 90=>100, hit chance 10=>5). For example, if an enemy has melee attack 80 (hit chance 80 if melee defense is 0), then it takes 40 points (from 0 to 40) to half that probability and double the survivability of the defender. On the contrary, the closer it brings the enemies to 5% hit chance, the greater returns are for each point spent. That, however, does not mean that it is not worth increasing defense past 50. Each point over this threshold will only give half value for the purpose of calculating hit chance: Additionally, being surrounded can decrease Melee Defense.ĭefense has reduced effectiveness over 50. Defense is subject to diminishing returns. See their respective sections in this article to calculate values. Skill and Defense refer to either Melee or Ranged Skill and Defense.
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