Difference between revisions of "Game Mechanics"
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Stats for [[Weapons]], [[Armors]], and [[Horses]] | Stats for [[Weapons]], [[Armors]], and [[Horses]] |
Revision as of 23:39, 2 June 2020
Mount and Blade:Warband has many mechanics that displayed and not explained or are not displayed at all. With, at least, an understanding of some of these mechanics players will be able to preform better.
Though information is sparse, a megathread[1] was made to gather and contain some of the collected knowledge of the community.
Common abbreviations
WPF = Weapon Proficiency 1h/2h = One Hander/Two Hander
Stats and Skills
- Health is effected by both Strength(+1 to HP per level) and Ironflesh(+2 to HP per level).
- Strength gives +1/5 to melee damage per level and Power Strike gives +8% per level.
- Power Draw gives +14% per level.
- Only bows are effected by Power Draw.
- Levels over +4 the bows difficulty(E.G. If you have a bow difficulty of 1 and 7 levels of Power Draw, only 5 will be used in the calculation, (1+4=5)).
Melee
Melee in Warband appears very simple but there are a multitude of equations that dictate almost everything that you can do. Potential Damage that can be delivered and damage received are two separate functions in Mount and Blade:Warband.
Raw Melee Damage
Raw damage in warband is not random. The equation below models just damage from melee.[2] The full equation including shooting can be found here.[3]
hold_bonus * (WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)+strength/5.0
Some things to note:
- A Hold Bonus exists
- It gives a bonus of 5% damage per .1 seconds of hold time up until reaching a maximum bonus of 25% damage at .5 seconds.
- After .6 seconds, the bonus decays at a rate of 3% every .1 seconds before reaching a limit of 10% at 1.1 seconds.
- Using polearms, one hander/two handers(Bastard Swords etc.), and two handers on horseback results in a speed penalty along with a damage penalty.
- Polearms recieve a -27.75% damage penalty, one hander/two handers when using a shield recieve a -23.5%, otherwise they function as a two hander and recieve a -15% damage penalty.
- Hitting the head gives a 25% bonus to damage, white hitting the calf or thigh gives a -10% penalty. Note, hitting the foot does not have a penalty.
Damage Types
Reach
Each weapon has a base Weapon Reach but the animations for each type of weapon greatly impacts the actual length of each attack. For Native, these are the values[4]:
1h Overhead = +0 Left-to-right = +0 Right-to-left = +19 Thrust = +61 2h Overhead = +15 Left-to-right = +17 Right-to-left = +13 Thrust = +80 2h Polearms Overhead = -15 Left-to-right = -7 Right-to-left = -2 Thrust = +19 1h Polearms Thrust = +50
Swing speed
Weapon Traits
Knockdowns can be performed by any blunt weapon. The equation[5] for knockdowns can be seen below with a quick and dirty method below that:
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
or really rough:
0.0495 * item_weight
In practical terms, maces knockdown about 1 in every 10 times and the Great Hammer knocks down people about 1 in every 3 times.
Weapons that Can crush through blocks have a higher percentage chance to crush through the heavier the weapon is. The exact equation is located here.[6]
Notes about other Weapon Traits:
- As was said before, all melee weapons other then one handers recieve a damage penalty when attacking from horseback.
- Polearms recieve a -27.75% damage penalty, one hander/two handers when using a shield recieve a -23.5%, otherwise they function as a two hander and recieve a -15% damage penalty.
- Bonus against shields ignores the resistance of the shield.
- Unbalanced weapons cannot be stopped when they attack is released.
Shooting
Shooting Damage
Shooting Accuracy
Accuracy is supposedly effected by both WPF and the damage of the weapon though this is unconfirmed at this time.
Item Stats
WIP Stats for Weapons, Armors, and Horses