Combat rules & formulas

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General rules

In this combat system Action Points are used for all the actions you want to execute.
- Walking cost 1 AP
- Drinking/Eating cost 2 AP
- All other costs 3 AP

You can fire arrows, or cast spells on distant opponents by pressing the button of the action and then click on the opponent which will be your target. To fight with melee weapons just walk over an opponent.

To walk you can use the arrow key or the same 'WADX' or 'WASD' keys as in the 2D map. To end/skip a turn press return or space.

The interface

On the top part you see the "battle map" which represents a close up view of you and your opponents. Opponents and pets displays their life bar above, your appear either on the top of the battle map or on the left menu (depending how the battle started).

Under the battle map you find a row of "buttons", where the first one contains how many free AP you have for this turn and the next one are actually menu containing items or spells or actions you can execute. To expand those menu, simply move the mouse over the menu title and a small window will show up above the menu title.

All the battle menus contains a search facility to filter the content of the menu and show only items which name contains what you try to search for. On the right side of the items you may see a little cog, click on it to set a shortcut key for this particular item. Once set, you can click on the shortcut information from the menu, and it will remove the shortcut.

Under the menus, on the left side, you will find the battle messages log, where you see all the actions / reactions related to the battle.

On the right side of the message log you find the chat window which allows you to chat with other players which are battling with you or are nearby on the map.

Player Damage / Touch Formula

Used to know how much a player makes as damage.

Variables

TOT = USTATS+MSTATS
USTATS (user stats) = DEXTERITY
MSTATS (monster stats) = (MONSTER LEVEL * 2) or STRONGNESS of the monster

MPRO (monster protection) = MONSTER LEVEL * (MONSTER LEVEL ^ 0.25) * (ACTUAL PRO/BASE PRO)
BASE PRO = 50
ACTUAL PRO = PRO of the monster (Range from 25 to 75)

Note:
- STRENGTH and DEXTERITY in the formula refers to Base STR/DEX + Item STR/DEX + temp STR/DEX from potions.
- STRONGNESS of the monster & PRO of the monster can be seen in

http://www.nowhere-else.org/rpg/list_monsters.php

Using Bows (for Rogue)

TOUCH = if(random(0,TOT) < USTATS*1.5) user touched the monster
-> This means that if the TOT (see above) is less than 1.5 times the user’s dexterity, then the player can hit the monster.

Max DMG = ARROW DAMAGE / 2 + ATTACK + STRENGH / 2 + DEXTERITY /3
-> This means that the maximum damage that can be done is based on on half of the arrow’s damage, user’s attack, half of the user’s strength, and a third of their dexterity, all added together.

Damage done to monster = random(0.5*Max DMG,Max DMG) - Monster Protection
-> Damage done to a monster is between the 0.5 of max damage and the max damage itself minus the monster protection.

Using Other Weapons (for Vandal, Cavalier, Marauder)

TOUCH = if(random(0,TOT) < USTATS*1.5) user touched the monster
-> This is the same as the arrow touch formula.

Max DMG = ATTACK + STRENGH / 2 + DEXTERITY /3
-> This means that the sum of the user’s attack, half of the strength, and a third of their dexterity equals the maximum damage that they can do.

If the player is a Cavaliar and weapon is a sword then Max DMG = Max DMG * 1.5
If the player is a Marauder and weapon is an axes then Max DMG = Max DMG * 1.2

Damage done to monster = random(0.5*Max DMG,Max DMG) - Monster Protection
-> Damage done to a monster is between the 0.5 of max damage and the max damage itself minus the monster protection.

Second weapon:
2ND TOUCH = if(random(0,TOT) < USTATS*1.5)
-> This is the same as the arrow touch formula.

2ND Weapon Max DMG = Damage done to monster
Max DMG = ATTACK of 2nd weapon + STRENGH / 2 + DEXTERITY /3
-> This one is for Vandals - sum of the attack of the second weapon, half of the strength, and a third of their dexterity equals the maximum damage that the 2nd weapon hit can do.

2ND Damage done to monster: random(0.5*2ND Weapon Max DMG,2ND Weapon Max DMG)-Monster Protection
-> Damage done to a monster is between the 0.5 of 2nd weapon max damage and the 2nd weapon max damage itself minus the monster protection.

Using Spells (for Mage)

TOTINT = Base INT + INT from Equipment and Potion
TOTSPELLS = HEAL + PROTECT + ATTACK + (FREEZE * 20) + (VAMPIRE * 2)
-> Total spell points is equal to base spell effect/damage of Heal spell plus Protect spell plus Attack spell plus 20 times Freeze turns plus 2 times Vampire effect (take health/mana)
-> Example, a Mental Freeze will have 20 * 3 freeze turns giving 60 spell points; an Ice Blast will have 40 base attack plus 20 * 3 turns giving 100 spell points; a Little Life Drain will have 20 base attack plus 2 * 10 vampire effect giving 40 spell points.
PROB = rand(0, TOTINT*4 + TOTSPELLS)

FAILURE =if(PROB > TOTINT*4 && Otherschool)
-> A mage fails to cast another school's spells if PROB is greater than four times of TOTINT

DIF = Monster level - Player level
FREEZE = if(DIF < 3 || rand(0,DIF + TOTINT/4) < TOTINT/4)
-> Player is able to freeze monster if the monster's level is not higher by 3 levels, or if random sum of DIF and quarter of TOTINT is less than a quarter of TOTINT

Max DMG = SPELL DMG + INT / 3 + INT FROM Equipment and Potion / 4
-> The maximum damage for a spell is the spell’s damage, plus a third of the user’s base intelligence and a quarter of any intelligence that their items add and effect of potion.

Damage done to monster = random(0.8*Max DMG,MaxDMG)-(Monster Protection/3)
-> Damage done to a monster is between the 0,8 of max damage and the max damage itself minus one-third of the monster protection.
-> Heal and Protection spells use a similar formula but not taking monster protection into calculation.

Pet Damage / Touch Formula

Used to know how much a pet makes as damage.

Variables

ceiling = rounded up to next whole number
PET ATTACK = pet base attack/100 (example Medusa has 400), can be seen in http://www.nodalideas.com/rpg/wiki/index.php?title=Pet_Guide

Pet Damage

TOUCH = 100% chance
-> Pet always hit a monster, except when they have zero Fullness/Happiness or the player's doesnt have the cha requirement to control the pet.

Max DMG = ceiling (((PET LEVEL*2) + 5) * PET ATTACK)
-> Pet level multiply by two, then plus five, the multiply by the pet's attack, then rounded up the result to the next whole number

Damage done to monster = random((2/3*Max DMG),Max DMG)-(Monster Protection/2)
-> Damage done to a monster is between the 2/3 of max damage and the max damage itself minus half of the monster protection.

Monster Damage / Touch Formula

Used to know how much damage done by monster to a player & pet.

Variables

MONATK = if(ranged,4,5) * MONSTER LEVEL * (ACTUAL ATK/BASE ATK)
BASE ATK = 50
ACTUAL ATK = ATK of the monster (Range from 25 to 75)
USRPRO = Equip PRO + Combat PRO
->Player's protection is equal to protection from equipment plus protection from protection spells.
PETPRO = Pet base protection / 100

Damage done to Player

TOUCH = 100%

Damage done to player
Damage done to player = random(0.6 * MONATK, MONATK) - USRPRO
-> Damage done to is between 0.6 of monster attack and monster attack itself, less player's protection.

Criticals -> There is a small chance after 5 rounds of combat that a monster can deal between 2 and 3 times it's maximum damage.

*** Note: This only affects players over level 20 and between the levels of 20 and 30 it can only be 2 times max damage.

Damage done to Pet

TOUCH = if(random(0,100) < 33/PETPRO)
-> Monster can hit pet if a random number between 0 and 100 is less than 33 divided by hundredth of pet's base protection.
-> E.g. A pet ghost (base protection of 300) is hit when the random number is less than 11 (33/(300/100) = 33/3 = 11).

Damage done to pet
Damage done to pet = random(0.6 * MONATK, MONATK)/4
-> Damage done to pet is a quarter of between 0.6 of monster attack and monster attack itself.