v0.8.12.1 ("Towards Feygard" or "Of kobolds, fae, witch and troll", including bugfix) released to Google Play!

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Andor's Trail game mechanics

A place for general discussion about the content and gameplay of Andor's Trail.
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Heeo
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Re: Andor's Trail game mechanics

Post by Heeo »

rijackson741 wrote: Mon Dec 02, 2019 10:30 pm I'm getting tired of reposting this, so I've put it in a sticky thread.

The spreadsheet shows some key aspects of AT game mechanics, including the probability of a hit, the probability of a critical hit, the probability of finding extraordinary or legendary items (with MF skill), and how to calculate the average damage per round based on other stats.

Edit: Added a tab to show amount of XP needed for level-ups.
According to the spreadsheet Damage modifier doesn't effect weapon damage ?
How does damage modifier work?
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Nut
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Re: Andor's Trail game mechanics

Post by Nut »

The damage (base + weapon) is multiplied by the Damage modifier.
Slow weapons like a great axe have a high modifier, fast weapons like daggers have almost no modifier (about 100%).

That way the big but slow weapons got equally good in comparison to fast weapons.
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Canuck
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Re: Andor's Trail game mechanics

Post by Canuck »

Here's how I understand it:
  1. Heavy weapons (1 attack per round) are better against monsters with high damage resistance, because you take the DR penalty only once per round.
  2. Light weapons (many attacks per round) are better against swarms, because you can eliminate multiple monsters in a single round.
Facing a swarm with high DR? RUN! :o
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Antison
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Re: Andor's Trail game mechanics

Post by Antison »

Canuck wrote: Sun Oct 20, 2024 9:24 pm
Facing a swarm with high DR? RUN! :o
Note to self, add more monsters like this in the future
"A home without a beagle is just a house"
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rijackson741
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Re: Andor's Trail game mechanics

Post by rijackson741 »

The spreadsheet is out of date and does not include DM. I should fix that.
Level:75, XP:7656192, PV:866, FQ:105
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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rijackson741
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Re: Andor's Trail game mechanics

Post by rijackson741 »

Nut wrote: Sun Oct 20, 2024 4:22 pm The damage (base + weapon) is multiplied by the Damage modifier.
Slow weapons like a great axe have a high modifier, fast weapons like daggers have almost no modifier (about 100%).

That way the big but slow weapons got equally good in comparison to fast weapons.
IIRC, DM should multiply all non-weapon damage. So base, plus rings, etc.
Level:75, XP:7656192, PV:866, FQ:105
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
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