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Old 04-10-2006, 10:16 AM   #3
KaVir
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Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
KaVir will become famous soon enoughKaVir will become famous soon enough
It's not even close.

D&D uses a d20 attack roll, plus Strength, plus magic bonuses, and compares it to your opponent's armour class (AC), which is their Dexterity bonus plus armour bonus plus any magic bonuses they have. If you successfully hit, you roll a damage dice based on the weapon used plus strength plus magic modifiers (regardless of how well you hit), and apply it directly (regardless of how much armour they've got).

GW2 uses one of your four independant Attack ratings, depending on which location you're attacking with. Each attack rating is initially based on your Brawn, Grace, Size and Tenacity. It then adds a modifier depending on which of the 6860 fighting techniques you're using, another modifier for your weapon (depending on how damaged it is and how skilled you are with it), and applies any magical bonuses the item has. It then adds your Combat skill and appropriate weapon skill together and applies them as a percentage modifer, then applies the percentage modifier for a two-handed grip (if appropriate), and another percentage modifier depending on which of the 25 fighting styles you're using. Finally, you add spell and pain modifiers.

The mud then selects the best of your opponent's Defence ratings which are capable of blocking the attack (eg a sword cannot stop an arrow or parry two weapons at once, nor can a forearm block a sword, so those Defence locations would be ignored). The three Defence ratings are calculated in much the same way as Attack, and if none are available (eg if they're in cooldown from recently being used) your opponent will have a Defence of 1.

If the attack hits, the mud will then calculate the damage inflicted. Your base damage is calculated per-location in a similar way to Attack, adjusted according to your opponent's Resistance (so that tough people take less damage). The actual amount of damage caused is then calculated from the final result, depending on how well you hit your opponent, with additional modifiers based on how good your Attack rating is compared to their Defence - thus if you have a very good chance of hitting your opponent, you'll also typically cause a larger percentage of your maximum damage on a successful hit (and if you only barely hit them, you'll almost certainly cause negligible damage).

The inflicted damage then has to make its way through each layer of armour protecting the location struck - for example, if you hit your opponent in the chest, it might have to go through a breastplate, a chainmail shirt, a regular shirt and a vest before being applied to them (assuming they have no natural or spell armour, or damage immunities). Each piece of armour covering the location will absorb a percentage of the damage, depending on the damage type - a steel breastplate won't help much against a lightning bolt for example. The more damage a piece of armour absorbs, the more damaged it becomes, reducing its ability to soak further damage. Certain powers, talents, weapons and magic bonuses can give your attacks the ability to bypass a certain amount of soak, however. Depending on the weight of your armour, a small amount of the remaining damage will also be negated after applying the soak.

Obviously that's only the basic system (there are countless more modifiers and special cases which are also taken into consideration), but as you can see it's nothing like the D&D system.
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