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Avernum 1 Damage Stat Effects


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Thoukydides Thoukydides

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Posted 24 September 2011 - 09:30 PM #1 Avernum 1 Damage Stat Effects

With the upcoming release of Avernum: Escape from the Pit, I decided to replay Avernum 1. However, I grew curious about the different effects of stats in Avernum 1, since they aren’t clearly explained. After searching for threads on how stats affect damage, I discovered that few people here really understand, or remember, how damage mechanics work in the first two games. I found that most of the assumptions are based on Avernum 3 or BoA. Therefore, I began the rather time-consuming undertaking of analyzing damage in the first game and discovered some rather surprising things.

I initially planned to do Avernum 2 as well, but I may not get around to doing it since this ended up being far more time consuming than I intended.

For those of you who don’t care about my data, I will begin with a short summary of my findings.

Weapons share a common damage multiplier, so a stick should receive the same stat bonus from Melee Weapons as Demonslayer.

Weapons that have a + or – damage modifier, like Demonslayer, which has a +3, or a stone dagger, which has a -1, appear to increase or decrease both damage and chance to hit in increments of 5% - this in turn affects skill damage. I am unsure if this applies to arrows and bolts, or if they only alter hit chance.

Avernum 1 has a max damage cap of 99 - melee weapon damage will not go any higher, although fist damage, ranged weapons and spells can. Furthermore the game has a base damage cap of 89, even with max stats any melee weapon will do a range of 89-99 damage, regardless of the weapon's original range.

Character Level
Increases Hit Points
Increases skill points by 8 per level. A custom level 40 character gets 377 skill points.
Increases chance to Unlock Doors (spell) by 2% per level.

Strength
Adds .5 damage per level on its own; this does not include the increased weapon skills from leveling Strength.
Strength has no effect on ranged damage or chance to hit.
Strength adds hit chance and damage for fists, at the same damage per level as weapons, fist damage can exceed the damage cap.
Adds 30 lbs. to carrying capacity per level, begins at 110 and caps at 350 lbs. or 10 Strength.

Dexterity
Only adds damage and chance to hit through increasing weapon skills.
Only adds dodging through increasing the Defense skill.
Interestingly, Dexterity adds 5% chance to hit for fists per level, and this can exceed 95% (537% to-hit is just absurd). On that note, fists are not affected by Melee or Pole skills.
Dexterity adds 1 initiative. Gymnastics, Fast on Feet and Sluggish will be considered relative to Dexterity.
Dexterity adds ~5% stoning resistance per level, base resistance is ~30%-40%.
Adds ~.4-.5% parry when defending. This is then multiplied by the amount of action points remaining (this value includes the effect of Defense, on its own Dex. gives ~1/3 per point).

Intelligence
Increases spell damage by .5 per level . This is also dependent on the spell’s damage modifier. I will cover Intelligence and the other magic skills in depth in another post on spells.
Determines item lore and rune reading.

Endurance
Increases Hit Points
Increases Poison Resistance by 1 per level.

Melee/Pole Weapons
Increases to-hit by 5% per level, as advertised.
Increases damage by 1 per level when base to-hit is at 95%. (To-hit maxes and begins increasing damage at about skill level 13 against most early monsters. This is affected by enemy dodging. Enemies with a higher dodge chance will require a higher skill level to begin increasing damage. This is the reason you get such low damage against hard monsters, it's not just armor reduction.)
Does not add damage for fists.
Weapon bonuses increase base to-hit, and reduce the skill level required to do more damage.
May add ~.2 damage per level before level 12.

Bows/Thrown
Works like the melee weapon skills - increases to-hit by 5% per level.
Increases damage by 1 per level when base to-hit is at 95% (Ranged weapons get 10% higher base to-hit than melee).
Ranged weapon quality also affects chance to hit, and thus when weapon skills begin to increase damage.

Hardiness
Reduces armor penalty by 4% per level.
Armor penalty will reduce your base chance to hit; this will affect the level of weapon skill necessary to begin increasing damage. Every 5% of armor penalty will reduce chance to hit by 5% and will require an additional level of weapon skill to cap your chance to hit. Armor penalty will also decrease 1 action point every 16% armor penalty, so at 32% armor penalty you have -2 AP.
Each level of Hardiness will block an average of .5 damage. This likely means a point of Hardiness has a ~50% chance to block 1 point of damage.
Hardiness does reduce elemental damage at an average of ~.3 damage per point. This probably works by increasing Resist Elements, meaning every two levels of Hardiness may have a 5% chance of blocking 1 point of fire and ice damage. The same may apply to the chance of resisting poison and disease.

Defense
Adds 4% chance to dodge, as advertised.
Does not reduce armor penalty.
Gives .5% parry bonus per level, this is then multiplied by the amount of action points remaining when you defend. This should only apply in combat.

Assassination
Doubles the damage range, so an iron spear, which does 2-20, will do either 2 or 4-40 with assassination. I am unsure if it applies to the base damage, though it probably does; see my data for an explanation.
Each level adds 5% chance to assassinate. Character level increases the chance of assassination. The equation for assassination may be [(Level + Char. Level) - Monster Level]*5%.
Assassination will cap at 100% and additional points will do nothing, damage from assassination cannot exceed the damage cap, and it does not apply to ranged damage or fists.

Mage/Priest Spells
Adds 1 damage per level; like Intelligence, this is dependent on the spell’s modifier.
Affects item lore (Mage) and rune reading (Priest).

Arcane Lore
Used to identify items and read spellbooks.
Helps determine item lore and rune reading. Both of these use the entire group's value.
The highest rune reading needed is 30 for Spell Level 3 of Smite and Return Life.
Steel Plate Mail requires 277 item lore to be identified, I did not check any magic items or Blessed Plate Mail so I don't know if 277 is the highest needed.

Potion Making
Adds 8% success chance to potions per level.
Each potion begins at 50% chance at its minimum level.
Potions can reach 100% success and all potions will have this at level 19. Although by level 12, every potion below the haste elixir has 100% success.
Descriptions of the potion effects will be in a post below.

Tool Use
Adds 7% chance to unlock doors, and 8% chance to disarming traps.

Cave Lore
Needed to avoid wandering monsters and identify/find some herbs. Uses the entire group's value.
The highest requirement is 17 for a one-time mandrake and graymold find. Some wandering monsters may require more to avoid. The highest herb patch needs 12 Cave Lore.

First Aid
Each point of First Aid adds 5% chance of successfully healing hit points. Failures either heal no hit points, or cause damage.
The chance of success likely caps at 95%, 50 First Aid still resulted in failures.
The amount of damage healed averaged -.25-.75 hit points per level. At low levels you will cause more damage than you heal.

Luck
Each level adds one level of Poison Resistance, Magic Resistance, Willpower, and Resist Elements. Each of these probably give a 5% chance per level of resisting one point of damage, or entirely resisting the effect, like poison or sleep.
Each level also gives a 50% chance to block 1 point of damage like Hardiness.
Each point of Luck gives a 5% chance to “Luck Out” or not die when your health is at zero. This appears to cap at 95%, or 19 Luck. You can still die even with 100 Luck.

Barter
Adds 1.1-2.1% of an item's value to its sellback per level (base sellback is 1.33% per point). Barter caps at level 20 for all but one shop, so don't sell anything to Cliff in Spire.
Barter caps the sellback at 59.99% of an item's value (rounded to whole numbers).
Items below 5 value do not ever sell for more than 1 coin.
Does not affect purchase price of items.
At zero barter, the sellback begins at one of the following – 28%, 33% (base sellback), 39%, 44%, 49%, or 55% of an item's value - depending on the shop. Different shops will have different sellback values, but this is determined by a hidden modifier and not the displayed one, expensive, exorbitant, etc. I have listed most if not all the shop sellbacks and buy prices below.
Unnecessary math below:
Spoiler

Blademaster
Adds 5% to-hit per level.
Like weapon skills, damage is dependent on chance to hit, Blademaster adds 1 damage per level when chance to hit is less than 95%.
Adds 2 damage per level chance to-hit is 95%.
Blademaster does not apply to ranged weapons but does apply to fists at 1 damage and 5% chance to hit per level. Fists do not receive the 2 damage per level, probably because they do not cap at 95% to-hit.

Anatomy
Adds 1 damage per level against humanoids. I did not test what constitutes a humanoid.
This boost fully applies to both melee and ranged weapons (though now that I think about it, I only tested it using javelins, bows may receive half damage. Feel free to test it yourself; I’m not going through the Grim Cavern for a third time).

Gymnastics
Adds 5% dodging per level.
Adds 1.2 initiative relative to Dexterity. So 5 Gymnastics is equivalent to 6 Dexterity.
May add stoning resistance, if it does, it caps at level ~5 (though my results were unclear).

Pathfinder
Does not add to Poison Resistance on character sheet, no idea if it increases resistance or does something else.

Magery
May add 1 damage per level, also likely dependent on spell modifier. Magery was difficult to test since it can’t be raised through the editor.
Adds 1 to Rune Reading per level.
Increases Magic Resistance and Willpower by 1 per level.

Resistance
Adds 2 points to Magic Resistance and Resist Elements per level.
Adds 1 point to Poison Resistance per level.

Dread Curse
Decreases resistance to elemental damage, magic, and physical damage (possibly by about 6-15% per level). May decrease status effect resistance and/or Willpower and Poison Resistance. Appears to negate or reduce the effects of Luck. Dread Curse may simply be a negative Luck stat.
Does not appear to affect damage, to-hit, dodge chance, magic skills, weapon skills, assassination, tool use, or barter.
May affect other stats not mentioned (not tested).

Armor
Armor does not appear to always block damage. Each piece may have a 50% chance, or it may work like it does in BoA, with each type having a different chance to block damage.
Armor does not appear to block elemental damage.


Now I will present my data for those of you who have more patience, seriously, there’s a lot of it! I realize I have a large amount of text, so I have tried to bold the information I feel is important

All melee skills were tested against the bats in Bat Cave. This was done because I felt the bats had lower armor than the goblins near Fort Avernum and it meant I didn’t need to reload very often. This is also why I did not do any tests against townspeople, it was far too tedious to go through all the dialog boxes needed to kill them. Ranged weapons and spells were tested against the rats in the Southeast corner of Fort Avernum.

In most cases, I will refer only to average damage, or the range of observed damage. This is because I am not certain how stats that add less than 1 per level work. For example, I have concluded that Strength adds an average of .5 damage per level, but I don’t know if it adds a flat .5 every level or 1 every 2 levels. However, I am 99% certain that stats do not add "dice" as they do in later games.

In Avernum 1-3 spell damage is calculated with a random base damage, and stats add a flat bonus damage. I suspect that weapons work the same way, and stats only add a flat amount of damage.

As many of you know, in Avernum 3 and later games, weapons add a 1dx die with every stat increase, and the size of the die is usually equal to random/base damage. However, as my data below shows, weapons do not have a multiplier dependent on their base range. While I realize it is unlikely to see the full range of damage, a flat stat bonus makes more sense.

Unfortunately, in several instances I could not explain the differences in my observed ranges through armor because the observed maximum exceeded the expected maximum. For example with the iron dagger, I had a damage range of 2-14 on 4, 5, and 10 Melee skill, but if Strength and Melee work by adding a flat amount (a total of 1 damage at those levels), then I should have seen a maximum of 13 damage. This means that either weapon skills add less than .5 damage per level before level 12, or skills do add damage through dice. I cannot tell which of these is the case (possibly both).

Damage Skills

Damage multiplier:
Spoiler

Melee Weapon skills:
Spoiler

Strength:
Spoiler

Blademaster:
Spoiler

Assassination:
Spoiler

Anatomy:
Spoiler

Hardiness:
Spoiler

Ranged Weapon skills:
Spoiler

Dexterity:
Spoiler

Defensive Skills

Defense:
Spoiler

Hardiness Pt. 2:
Spoiler

First Aid:
Spoiler

Luck:
Spoiler

Shop Sellback Ratios:
Spoiler

Dread Curse:
Spoiler

Armor:
Spoiler

The stats affecting magic damage are now in a post below.

Credits: Some of the information in this post was inspired by various walkthroughs. The walkthroughs I consulted include Silver's A1, Harehunter's A2, and Rache's A3 Annotated Maps, AverMan's A1 walkthrough, Matt P's A2 FAQ/Walkthrough, and Relle's A3 FAQ/Walkthrough. In addition to these authors, I would like to thank all the forumites who contributed both directly and indirectly.

Edited by Thoukydides, 04 January 2015 - 10:44 AM.
Clarified Arcane Lore


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Alorael

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Posted 25 September 2011 - 09:14 AM #2 Avernum 1 Damage Stat Effects

Did you analyze Hardiness's effects on damage taken? Do you have the data for Dexterity having no effect on chance to be hit?

—Alorael, who is very grateful for this thread. It shows how much the engine doesn't work the way he thought.

Thoukydides Thoukydides

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Posted 25 September 2011 - 10:56 AM #3 Avernum 1 Damage Stat Effects

I attempted to test Hardiness's armor effects although my data on it has disappeared.  All I remember is that it will reduce some amount of damage and that it doesn't always take effect. I believe it has a 30%-60% chance of reducing damage but don't quote me on that.

I did not have extensive data on dodging, but after doing some quick tests, I will edit it in above. I did notice that the monster's chance to hit decreased by 4% every four levels of Dexterity. Since Defense is Dex/4, and increases dodging by 4% I concluded that Dexterity does not increase dodging.

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Posted 02 October 2011 - 07:15 PM #4 Avernum 1 Damage Stat Effects

This is pretty cool! So fists are counted to hit by dex. That might make it possible to get through with a monk.
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Posted 02 October 2011 - 07:50 PM #5 Avernum 1 Damage Stat Effects

A few more questions if you dont mind Thoukydides-

1-would you happen to know if anatomy works with fists as well in your testing?

2-And if your testing with anatomy affects blades of avernum similarly?
"Arguing on the internet is pointless. You don't even know the stakes as that person could not believe in what they preach. Having a friendly discussion is great unless your dagger's already drawn. -Lucien Leblanc

"Sometimes in a chaotic world, its always nice to bring a little chaos wherever you go."-Personal Quote

"What is best in life? Usually movies, gaming and food....and family"-Raymond Morrison

Thoukydides Thoukydides

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Posted 02 October 2011 - 10:03 PM #6 Avernum 1 Damage Stat Effects

1. Anatomy does apply to fists at an average of 1 damage per level.

2. I have no idea how anatomy or any other stat works in Blades of Avernum, it's been a long time since I played that game.

Your idea of a monk character will be very difficult. Since Strength only adds .5 damage you need a lot of it to make fists equal to a weapon. In my tests fists did about 1-8 damage. In addition, upon further testing of Blademaster, fists only get 1 damage per level and 5% to-hit from it (meaning you can ignore Dexterity's to-hit bonus). So although you can ignore weapon skills, Strength and Blademaster will become very expensive before you can equal weapon damage.

However, as long as you don't do an anti-magic monk squad or singleton, you could probably finish the game without using weapons.



Update: I have added defensive skills to my original post. Changes include adding armor and resistance effects to Hardiness, adding Barter, First Aid, Luck, Gymnastics, Pathfinder, Resistance, including Magery's other effects, and a section on Armor.

Thoukydides Thoukydides

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Posted 08 January 2012 - 08:36 PM #7 Avernum 1 Damage Stat Effects

Although I hate to double post and necro this thread, I decided to move the magic stats down here since the original post is now too long.

As mentioned above
Intelligence
Adds an average of .5 damage per level

Mage/Priest Spells
Adds an average of 1 damage per level

Magery
Adds 1 damage per level, equivalent to one level of Mage/Priest Spells – applies to both

Spells
Bonus damage, henceforth referred to as “B,” is equivalent to Intelligence/2 + Mage/Priest Spells + Magery.
I believe rounding occurs after the magic stats are added, something like Rounddown(Int/2 + Mage/Priest + Magery).

Spell damage levels and bonuses are listed in the help file. I can list them below if anyone wants me to.

All damage spells were tested against the rats in Fort Avernum. While I did attempt to test the spell range at minimum possible levels against unarmored opponents, Eduardo and Andrew in Cotra, I will not present the damage ranges resulting from those tests, partly because they are in the help file (which I couldn’t read at the time. Microsoft has an update for later versions of Windows if any of you have the same problem).

Intelligence:
Spoiler
The damage added by Intelligence was determined by subtracting the average damage in each column from the base damage. The third row shows the effect per level, found by dividing the second row by the level of Intelligence. The Mage/Priest Spells and Magery skills will be done the same way.

As you can see above, Intelligence adds about .25 damage per level for Bolt of Fire level 1, which gets Bonus/2 damage, so Intelligence will add .5 damage per level of B. The increase of damage from the base stats to Int 5 was not a significant change, nor was the increase from 10 to 15, and 15 to 20. However, this is unsurprising since an increase of 1.25 damage every five levels wouldn’t be likely to show a significant difference.

Mage/Priest:
Spoiler

Magery:
Spoiler
For comparison with Mage Spells, my tests of levels 2 and 3 of Bolt of Fire resulted in Lines of Best Fit of .88x+8.3 for level 2, and 1.4x+10.3 for level 3. This roughly compares to the damage formula I have listed below of B and 1.5B.

Since I only used two data points, the slopes shown in the third column may be way off, but unless someone wants to offer additional data, we can assume that Magery has the same effect as Mage or Priest Spells and adds 1 damage per level. My testing of the Battle Rage spell supports this, 3 levels of Magery and Priest Spells resulted in the same to-hit chance as 6 levels of Priest Spells. 9 Priest and 3 Magery gave the same to-hit as 12 levels of Priest Spells (for more information on how Battle Rage works, see below).

Spells:
Mage Spells

Bolt of Fire
- Level 1: 3-12+B/2
Level 2:  4-18+B
Level 3: 5-20+3B/2

Unlock Doors - Level 1: Adds no additional unlock bonus. Every additional B adds 5% to unlock chance and character level adds 2%.
Level 2: Adds 30% to unlock chance.
Level 3: Adds no additional bonus, unlocks level 3 locks.


Priest Spells
Since two Priest Spells, Battle Rage and Divine Warrior, affect damage I attempted to test their combat effects as well. I believe both spells have different equations for their combat effects than their duration. Divine Warrior proved to be more complicated, because its bonus to hit was not as stable as Battle Rage’s. I tested the two spells by casting them in one turn of combat, then immediately attacking the next, to prevent the spells from losing chance to hit. However, the to-hit bonus from Divine Warrior often varied from one cast to the next and for this reason, I stopped testing it.

Battle Rage – Level 1: Increases Level by 3+B/6 – caps at +8 Levels, each Level increases damage and chance to hit, likely equivalent to Weapon skills or weapon bonuses, at 1 damage and 5% per level – these wear off over time

Level 2: Increases Level by 4+B/3 – caps at +8 Levels
Level 3: Same as Spell Level 2, only adds Haste


Note: I refer to “Levels” here as each time that Battle Rage will increase chance to hit. I am assuming damage will increase at the same time as well. This is not the same as spell levels, or amount of Priest Spells or Intelligence, but should be similar to a weapon receiving a +x.

More Important Note: The damage from Battle Rage was tested for the entire duration of the spell. As time passes, the spell will lose Levels and the to-hit bonus will decrease in increments of 5%, this also appears to decrease damage. Because of this, the damage I refer to will be less than the damage you would get during the first few rounds that the spell is in effect.

Slightly Less Important Note: This may also be why my damage increased upon increasing my chance to hit, I was able to hit more often while the spell was stronger than at a lower chance to hit. With that in mind, Battle Rage may add slightly more than 1 damage per Level.

Spoiler

Divine Warrior:
Although I stopped testing Divine Warrior before analyzing damage, I believe it acts like Battle Rage and increases levels of damage and chance to hit, probably equivalent to Weapon skills. The initial level of Divine Warrior, at 16 Priest and 1 Intelligence adds either 35% or 40% to your to-hit, or +7-8 Levels. This will cap at 95%, but I am unsure if it caps at +13 Levels or if it continues to increase. In addition, the randomness of the spell prevented me from determining at which skill levels the +Levels increased. If it does act like Battle Rage, we can expect Divine Warrior to add at least 7-13 damage, depending on your level of Priest Spells, Intelligence, and Magery.

Protection – Level 1: Increases Strength Level by 3.33 or 10/3 + B/6 – Like Battle Rage, Protection caps at +8 Levels, each Strength Level adds +1 to armor which wears off one Level at a time
Level 2: Increases Strength Level by 4.? + B/3?
Level 3: Same as Spell Level 2, but adds magic protection


Protection appears to work like Battle Rage, adding armor instead of weapon bonuses. Like Battle Rage, Protection was tested over the entire duration of the spell. Levels of Protection increased for Spell Level 1, at Priest 4, then every six levels after that, and at Int. 6, 18, 30, 42, and 54. Spell Level 2 and 3 increased the strength at Priest 1, 2, 6, 8, and 12, and Int 2, 10, 14, and 22. This test was conducted against cave rats on Real Hard.
Spoiler

Credits: Some of the information in this post was inspired by various walkthroughs. The walkthroughs I consulted include Silver's A1, Harehunter's A2, and Rache's A3 Annotated Maps, AverMan's A1 walkthrough, Matt P's A2 FAQ/Walkthrough, and Relle's A3 FAQ/Walkthrough. In addition to these authors, I would like to thank all the forumites who contributed both directly and indirectly.

Edited by Thoukydides, 01 January 2015 - 03:51 PM.


Glassk Glassk

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Posted 14 February 2012 - 03:45 AM #8 Avernum 1 Damage Stat Effects

Great work! I have returned to Avernum after six months, was looking for information of mechanics Avernum. )
I should note that English is not my native language.
So it's difficult for me to use it to talk fluently.
But it's easy for me to read.

Glassk Glassk

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Posted 14 February 2012 - 03:51 AM #9 Avernum 1 Damage Stat Effects

What is the better armor - 1-4 +1 or 1-8 -1 ???
I should note that English is not my native language.
So it's difficult for me to use it to talk fluently.
But it's easy for me to read.

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Posted 14 February 2012 - 05:02 AM #10 Avernum 1 Damage Stat Effects

Armor with a +1 has a better minimum blockage while both have the same average blocked damage, the 1-8 -1 has a chance of blocking more damage some times.
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Posted 14 February 2012 - 05:14 AM #11 Avernum 1 Damage Stat Effects

Weapons with + modifier is better, for example 2-16 +2 better than 2-20.
Maybe this is true for the armor?
I should note that English is not my native language.
So it's difficult for me to use it to talk fluently.
But it's easy for me to read.

Thoukydides Thoukydides

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Posted 14 February 2012 - 10:14 AM #12 Avernum 1 Damage Stat Effects

Personally, I tend to stay away from anything with a negative bonus even if it is superior to what I'm currently wearing.

If you're asking whether armor bonuses somehow modify characters' stats to increase damage taken so that in reality a 1-4+1 blocks more than 3.5 damage and a 1-8-1 blocks less, then I don't know. None of my armor tests were done with a poor quality armor. I suspect that it is not the same as weapon bonuses, but I will do a quick damage test to check.

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Posted 14 February 2012 - 11:40 AM #13 Avernum 1 Damage Stat Effects

Thanks, I've the same opinion on the armor stats.
I should note that English is not my native language.
So it's difficult for me to use it to talk fluently.
But it's easy for me to read.

Thoukydides Thoukydides

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Posted 14 February 2012 - 01:53 PM #14 Avernum 1 Damage Stat Effects

After doing some quick tests with shields, and armor, I believe that a negative armor bonus only reduces the damage an armor can block and is not treated like weapon bonuses. Based on my test of leather armor and poor studded armor, they appear to be almost identical (for average damage blocked).

Against cave rats an unarmored character takes an average damage of 16.04, 11-21.

Wooden Large Shield (1-8-2)- with a wooden large shield an unarmored character with no defensive stats took 13.9 average damage, range 5-22. Ratio of actual blocking to expected blocking -  (2.13/2.5)=.85.

Iron Large Shield (1-8) - Average 12.92, range 5-21 damage. Ratio of actual blocking to expected - .69.

Steel Large Shield (1-8+2) - Average 11.6, range 3-20 damage. Ratio of actual blocking to expected - .68.

Blessed Large Shield (1-8+4) - Average 10.9, range 0-20 damage. Ratio of actual blocking to expected - .6.

Using the above information, we can conclude that positive and negative armor bonuses do not always take effect since the blessed large shield had a max of 20 damage and the wooden shield had a max of 22. (I did have a max of 23, but after several re-tests I was unable to reproduce it and I suspect it was a typo.)

Leather Armor (1-4+1) - Average damage, 13.33, 6-21, protection ratio - .77.

Poor Studded Armor (1-8-1) - Average damage, 12.84, range, 4-20, protection ratio - .91

Although these have a slightly different average damage (.5 damage), it is not significantly different at 5%. Also, because of the chance to not block damage, the leather armor is 0-5 while the studded armor is 0-7, so despite having the same average damage, the observed range will be different. But unless the two armors have different chances of blocking damage, the actual damage blocked should be equal (~3 average damage blocked if we include zeroes). Other tests that I included in my initial post suggest that each point of damage may be determined independently since those tests never received 21 damage, though I can't say definitively if this is the case.

In addition, I divided the actual damage blocked by the average damage we expect it to block to obtain a rough estimate of how often armor will block damage. Based on my tests I believe shields block damage about 60-80% of the time. Using my other tests armor may block 75-90% of the time, and various other armor pieces will block less than 50% of the time.

In conclusion I would say that, unlike weapons, armor with negative bonuses are no worse than normal or good quality armors as long as they block the same amount of average damage. I tend to use other factors like encumbrance to decide whether to wear poor quality armor.

Merri Merri

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Posted 31 May 2014 - 11:48 AM #15 Avernum 1 Damage Stat Effects

Just wanted to thank you despite the age of this, I always find it annoying that "character formulas" are hidden. I understand that avoiding max-min is preferable in a game that is aimed more at roleplay, but the core of roleplay is to willingly accept weaknesses for a faulted character... with most people being more concerned on quick max-min and less about what stuff actually does, this is a nice jewel.

/me believes the internet is infinite and that data and thanks can be given regardless of age.

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Posted 20 December 2014 - 09:12 PM #16 Avernum 1 Damage Stat Effects

Am I the only person having trouble with the 'show me' button? It refuses to reveal on my computer :(

Randomizer Randomizer

Tormented Battle Mage

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Posted 20 December 2014 - 09:44 PM #17 Avernum 1 Damage Stat Effects

Show me button is left over from the old board host and is fixed whenever a mod see a post that needs fixing.
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Incantator Incantator

Citizen

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Posted 22 December 2014 - 03:40 AM #18 Avernum 1 Damage Stat Effects

Thanks :) . Some buttons still reveal a part of the crude codes like <div class> or something but it shows what I wanted to see!

Thoukydides Thoukydides

Citizen

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Posted 01 January 2015 - 05:53 PM #19 Avernum 1 Damage Stat Effects

I've gone through and edited the posts that still contained the old code. I'm glad to see that some people are still using this information.




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