Combat...

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drcode
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Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Combat...

Post by drcode »

Since there were a lot of complaints about combat being too easy, I've fiddled with the formulae a bit to try to get them closer to the originals, in that:

1. One's 'level' is no longer used.
2. 'Combat' counts for much more in determining whether a hit takes place.

I'm still trying to figure out what role 'dexterity' plays.
Max aka Moscow Dragon

Re: Combat...

Post by Max aka Moscow Dragon »

IIRC the combatant with higher dexterity can choose the combat distance.
GeniusLoci

Re: Combat...

Post by GeniusLoci »

Dexterity determines the hit/miss ratio for missle and thrown weapons.
A low dexterity skill means you miss your target, sometimes even hitting
your allies. Anyone remember the hell with giving a character like Julia or
Janna the Juggernaut Hammer? (shudder)
Neutronium Dragon

Re: Combat...

Post by Neutronium Dragon »

I do recall that higher dexterity gave a character a faster swing speed with their weapon.

Neutronium Dragon
fliptw

Re: Combat...

Post by fliptw »

dex·ter·i·ty (d http://cache.dictionary.com/dictionary/ ... ebreve.gif k-st http://cache.dictionary.com/dictionary/ ... ebreve.gif r http://cache.dictionary.com/dictionary/ ... /prime.gif http://cache.dictionary.com/dictionary/ ... ibreve.gif -t http://cache.dictionary.com/dictionary/ ... /emacr.gif )
n.

1. Skill and grace in physical movement, especially in the use of the hands; adroitness.
2. Mental skill or adroitness; cleverness.

I'd think it would factor into the hit ratio, by this def.
Dominus
Site Admin
Posts: 5656
Joined: Thu May 14, 2020 1:34 pm

Re: Combat...

Post by Dominus »

It doesn't really matter what a dictionary has to say. More of how it was used in the original U7.
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Oblivious

Re: Combat...

Post by Oblivious »

"Anyone remember the hell with giving a character like Julia or
Janna the Juggernaut Hammer?"

Anyone remember the hell of giving Iolo a bow of any kind? Esp. a triple crossbow?

One time in Skara Brae, he accidently shot Julia in the back with a magic bow&arrow, killing her instantly. (this was in the original)

Antoher thing that annoyed me was when a juggernaut hammer or magic axe would get stuck in a tree....
Kurt

Re: Combat...

Post by Kurt »

I'm always losing magic axes :(
I don't remember losing one ever in the original mind, but I need a new one in every round of combat in Exult.
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Combat...

Post by drcode »

It doesn't return? Thought I'd checked that recently...
Oblivious

Re: Combat...

Post by Oblivious »

I never had that problem in Exult, before.....
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Combat...

Post by drcode »

Yes, I guess they always returned. Until just before Beta, they didn't behave very well, in that you'd see a character throw the axe while it was still in the air.
Stephan

Re: Combat...

Post by Stephan »

No, they didn't always return in the original. I am not sure about the circumstances, but both the Juggernaut hammer and the Magic Axe could slip out of a fighter's hand occasionally.
artaxerxes
Site Admin
Posts: 1310
Joined: Thu May 14, 2020 1:34 pm

Re: Combat...

Post by artaxerxes »

I recall that happened to me in U7orig

Artaxerxes
suraimu

Re: Combat...

Post by suraimu »

Happened to me all the time, party members losing weapons. Although
I don't think it's the same thing in this instance, because the thing that
always made my party members lose @!#$ was the thing where they would
drop stuff when they were fleeing, and Exult doesn't do that.
Neutronium Dragon

Re: Combat...

Post by Neutronium Dragon »

As I recall, the weapons usually seemed to get 'stuck' when they were thrown at/hit something on a different elevation.

This tends to happen the most if there's a fight with aerial creatures, particularly if it happens amidst buildings (such as happens with the monsters in Moonshade later in SI).

Neutronium Dragon
Max aka Moscow Dragon

Re: Combat...

Post by Max aka Moscow Dragon »

I had a Juggernaut stuck between the boulder and the mountain north of Minoc.
Soul Harvester

Re: Combat...

Post by Soul Harvester »

I always figured in u7 that "combat" determined your chance to hit, and "dexterity" determined your chance to avoid an attack (and hit with missle weapons). Seems simple enough imo, but of course I don't know.
Oblivious

Re: Combat...

Post by Oblivious »

Strength determines this:

*effectiveness with blunt weapons
*carrying capacity
*hit-rate with blunt weapons, I think
*health

Dex determines:
*effectiveness with bows and swords/daggers
*hit rate with any weapon, particularly ranged and swords
*evasion rate, possibly, though this seems to be determined more by armor class.

INT determines:
*magic effectiveness
*possibly your effectiveness in haggling (INT did affect prices in U5)
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