🔫💥Combat System
Detailed mechanics of combat, including attack types, damage calculation, and health management.
Combat System
Combat in Shadows of Fortune is intense and strategic, relying on both character statistics and a bit of luck. Each encounter pits the player's combat abilities against those of their opponent in a round-based system. Here’s a breakdown of the mechanics and formulas that drive combat:
1. Combat Rounds
Each combat encounter progresses through rounds until one side’s Health Points (HP) are reduced to zero. In each round, the following steps occur:
Calculate Combat Capacity (CC) and Dodge (DO) for both the player and the enemy.
Attack Roll: If the player’s CC surpasses the enemy’s DO, the player successfully lands a hit, and vice versa.
Damage calculation: The successful attacker inflicts damage, calculated with the weapon's damage formula minus the target's armor. A successful attack will always inflict a minimum of one point of damage.
HP Reduction: The defender’s HP is reduced by the damage dealt, potentially ending the combat if HP reaches zero.
2. Key Formulas
The combat mechanics revolve around two main calculations: Combat Capacity (CC) and Dodge (DO).
Combat Capacity (CC): Determines the player’s strength in close combat.
Formula:
Dodge (DO): Represents the ability to evade attacks.
Formula:
Damage Calculation: Each weapon has its own base damage, modified by certain stats to reflect the player's or enemy's ability.
Example Formula for Melee Weapon:
3. Stealth and Ambush (Function not yet implemented)
If a player has a high Stealth rating, they may avoid combat or gain the advantage of a surprise attack. This surprise attack allows the player a free round of attacks before the enemy responds.
Stealth Formula:
4. Status Effects and Special Conditions (Function not yet implemented)
Certain enemies and weapons can inflict status effects (like bleeding, slowing, or confusion), impacting the combat performance of players or enemies. These are typically applied on a successful hit with specific weapons and vary in intensity based on the attacker’s stats.
Example:
Bleeding: 10% chance on hit with bladed weapons, causing 1 HP loss each round for three rounds.
5. Victory and Loss Consequences
Victory: Defeating an enemy grants experience points (XP) and score, increasing the player's rank. (In future versions, defeating enemies may also yield loot.)
Defeat: If the player’s HP drops to zero, they incur a 25% penalty on total score for the current session. The player is then returned to the last visited safe shelter to recover before attempting new encounters. Losing a combat also carries the risk of injury, which may have lasting impacts on the player’s abilities (feature not yet implemented).
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