### Post by Tim on Dec 11, 2008 23:21:02 GMT -6

**Attack min, Attack max, Attack +/-%**= used to calculate attack damage

**Defense min, Defense max, Defense +/-%**= used to calculate blocked damage

**Speed**= Used to determine battle order. Effects rate at which the a players "speed total" increase. Player with highest speed total attacks first. Easiest way to explain the system I'm picturing is an example:

Player A has a speed of 5 and Player B has a speed of 8. Player B would attack first. At the end of Player B's turn, 5 more get added on to Player A's speed total. That makes A=10, B=8. So A attacks next. Then B adds 8 more. A=10, B=16. B attacks next. A adds 5 more. A=15, B=16. B still has the highest, so B attacks again. A adds 5 more. A=20, B=16. A attacks. And so on.

In case of a tie in speed total, the person who didn't attack last will go. If its the first attack, the person attacking will get the first hit.

**Stun**= lowers opponents speed total by a value of between 0 and whatever your Stun bonus is. So if for we continue with the last example, let's say Player A has a Stun bonus of 6. A attacks and stuns his opponent for 5 (between 0-6)That bumps B's speed back down to 11. B adds 8 to their speed total. A=20, B=19. A attacks again, this time stuning for only 2. A=20, B=17. B adds 8 more. A=20, B=25.

**Accuracy & Dodge**= Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. (Note: The table below is still a work in progress and the numbers will likely need changed. Mainly this will just describe the concept)

- R <= 0: Critical miss - 0% damage
- 0 < R < 10: Glancing hit - 33% damage
- 10 < R <= 25: Weak hit - 67% damage
- 25 < R < 75: Normal hit - 100% damage
- 75 <= R < 90: Solid hit - 125% damage
- 90 <= R < 100: Strong hit - 150% damage
- R >= 100: Critical hit - 175% damage

Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a strong one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).

**Poison**= X damage. -X% attack and -X% defense for opponent. Fades by 5 per turn. 50% chance of hit

**Taint**= X damage per attack. Cumunulative. 50% chance of hit.

**Life Gain %**= Regain % of damage taken. Max health shinks by 50% of difference between max and current health per turn.

Example: Player B 500 health and has 10% life Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn his gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.

**Damage to self %**= Percent of your attack damage that you take yourself

**Gold steal %**= Percent of extra gold you steal after a battle