Wod mathematics

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Or: How are values ​​calculated internally?

In WoD, the bonuses or penalties that a hero can receive on attributes, attacks, etc. are a central element. Bonuses and penalties are often based on level or skill rank.

Basics

First of all, the calculation methods:

In World of Dungeons, percentage bonuses/penalties are generally calculated before absolute bonuses/penalties. Absolute bonuses also include hero level or skill rank dependent ones.
So the Barbarian Tagomas (Agility 10 and Speed ​​8) gets a 10% bonus on his throw when blocking with Dodge Slash (Rank 10), so additional absolute bonuses of 10 are calculated as follows:

(2 x 10 (Dexterity) + 8 (Speed) + 2 x 10 (Dodge)) x 1.1 + 10 =

(20 (Dexterity) + 8 (Speed) + 20 (Dodge Slam)) x 1.1 + 10 =
(48) x 1.1 + 10 =
52.8 + 10 = 62.8


Fluctuations in throw only affect the variable part, i.e. the part in brackets. Absolute bonuses are not affected by the fluctuations. See Combat System for details.

Note: It is important that in World of Dungeons, the digits after the decimal point are not rounded off (mathematically: rounding towards 0).



There are basically two ways in which bonuses or penalties are calculated:

Bonuses/penalties on traits

The Hero - Attributes also include the 8 attributes under Hero => Traits (strength, constitution, etc.).

  • the number of actions in a round
  • the initiative]]
  • the number of maximum Hitpoints and Manapoints
  • the number of hitpoints and manapoints that you regenerate in the previous round
  • Bonuses to Attack, Parry, Armor, Damage and Effect

When calculating the total bonuses for an attribute, all bonuses including the decimal place are added and the value is truncated at the end. Here, hero level-dependent bonuses offset against skill rank-dependent ones.

Example

The hero Richard is level 33 and wears a Leather Greaves with the Curse of Frenzy which gives him +8% hero level on actions. He also wears a Fitted Jellyfish Silk Shirt of Radiance and Fitted Jellyfishsilk Boots of Radiance. Each of these bring him +1% of the hero level on actions.

So it turns out:

33x0.08 (greaves) + 33x0.01 (shirt) + 33x0.01 (boots) = 3.30


The combination of all 3 items brings Richard 3 actions, since the final result is cut off.

If Richard has also increased the Reaction skill, which gives 10% of the skill rank to actions, to 10, this gives him an additional action. This would leave him with 4 actions in addition to the basic action:

3.3 (Equipment Item Bonuses) + 1 (Reaction) = 4.3


This results in 4 actions in addition to the basic action

The important thing is: The decimal place is still valid in the dungeon - if Richard is now pushed in the dungeon with a blessing with a Chasunstorm canon, a bonus of 0.7 actions is enough to give him an additional action :

3.3 (Equipment Bonuses) + 1 (Reaction) + 0.7 (Dungeon/Duel Push) = 5.00


Or Richard now increases Reaction to 17 to permanently get the additional action:

3.3 (Equipment Item Bonuses) + 1.7 (Reaction) = 5.0


Be careful with action penalties

Calculations continue here in the same way as with actions - first add everything up and then cut it off: If Richard with a reaction to 10 now has a penalty of 1.1 on actions due to a letter of nobility (corresponds to a rank of 22 of the skill Good Reputation), he loses an action:

3.3 (Equipment Item bonuses) +1 (Reaction) -1.1 (Letter of Nobility) = 3.2


However, the same penalty with a reaction to 17 deducts two actions:

3.3 (Equipment Item bonuses) +1.7 (Reaction) -1.1 (Letter of Nobility) = 3.9


Bonuses/penalties on skills

Here - in contrast to the attributes - hero level-dependent bonuses are added, cut off and only then added to the skill-dependent bonuses.

Example

The Mage Barbarossa is level 33, has rank 20 supports, and carries a helping hand piece of gear that gives him +2% of hero level to his supports. This gives a 0.66 bonus to support spells. Additionally, he has increased Magic Lore to rank 11, giving him another 2.75 bonus to assist spells.

This results in the final rank, since the hero level-dependent bonuses, like the skill rank-dependent bonuses, are first cut off before they are addedwill:

20 (skill rank) + 0.66 (helping hand) + 2.75 (magic lore) =

20 (skill rank) + 0 (helping hand cut off) + 2 (magic lore cut off) = 22


If he now reads a book that increases support spells (the defensive magic art with +50% of the skill rank) with reading books at skill rank 11, the result is:

20 (skill rank) + 0.66 (helping hand) + 2.75 (magic lore) + 5.5 (read books) =

20 (skill rank) + 0.66 (helping hand) + 8.25 (magic lore + reading books) =
20 (skill rank) + 0 (helping hand cut off) + 8 (magic lore + reading books cut off) = 28


Important: All skill rank-dependent bonuses are always added first, then cut off. In addition, all hero level dependent bonuses are added and then cut off. Only then are the results added together.


Fixed bonuses/penalties and percentage bonuses/penalties

Sometimes values ​​are changed by a fixed value. E.g.:

  • Strength +2
  • Melee Attack + 50% of hero level (this is considered a fixed value as this bonus does not change in battle)
  • The effect of the weapon e.g. effect 1

But there are also percentage bonuses:

  • Armor Slash Damage +20%
  • Parry melee -30%

Example: Knight Kunibert has strength at 8. He gets a bonus of +50% on strength in battle, as well as +3 on strength. After that, its strength is 15 (because 8 x 1.5 + 3 = 15).

Example of skill rank dependent bonuses:
The Bard Kelvin wears a Twisted Conch and uses it with a Songbook: Ballads of the Farsighted Champion and Great Song of Courage at 28 [35].

Correct bill:

2 + (28 (skilled skill rank)x 1.2 (Twisted Shell)x 1.2 (Songbook)) +7 (Bonies from items etc.)) = 49


False calculation:

2+ (35 (final rank with bonuses and penalties)x 1.2 (Twisted Shell)x 1.2 (Songbook)) = 57


More facts collected

  • Bonuses that depend on skill ranks (e.g. All skills of the Ice Magic class +10%) always refer to the actually skilled rank, not to the final rank through bonuses/penalties.
  • Be careful with the final effect penalty - unlike all other percentage penalties, this also applies to the fixed part of the roll.

You can find the value of this penalty in the skill description.

  • Bonuses from items are capped at the skilled rank. This also applies to bonuses that only work on application (a). Bonuses from sets and from monuments are not affected.


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