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Author Topic: Combat Speed in Ticks (My/Murphy's counts)+Urist Da Vinci's Damage Values  (Read 857 times)

peasant cretin

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This is just a repost/re-compilation that links to Murphy's Defensive Tick Counts and mentions damage values from Urist Da Vinci's godlike Combat mechanics (pulping) and material/creature properties [0.40.xx] thread.

I haven't ever really tested for tick counts for throws, take-downs, joint locks, chokes, or grip breaks, so if someone has them or runs the test, please add on.

Quote
A combat turn measured in ticks: tick counts for your attack and tick counts for your opponent's defensive reply. Defensive tick counts are compiled here by Murphy.

The raws tell us most weapons and natural attacks (punches, bites, gores, etc.) are ATTACK_PREPARE_AND_RECOVER:3:3 which is to say 6 ticks long in terms of time. Two exceptions to this, kicks and whip attacks, are ATTACK_PREPARE_AND_RECOVER:4:4.

Aimed attacks will add or subtract from the PREPARE_AND_RECOVER.

The types of aimed weapon/natural attacks are:
Quick Attack subtracts 1 tick from both the PREPARE_AND_RECOVER
Standard Attack does not add or subtract anything from PREPARE_AND_RECOVER
Heavy Attack will add 1 tick to both the PREPARE_AND_RECOVER
Precise Attack will add *2* ticks to the PREPARE and 0 ticks to RECOVER
Wild Attack subtracts 1 tick from the PREPARE, but adds *2* ticks to RECOVER

The fastest offensive maneuver (whether Quick Attack or failed Grab) will have a PREPARE_AND_RECOVER of 2:2, while the slowest will be some type of modified kick/whip attack.

Damage/power values from Toady's DF Talk 21: http://www.bay12games.com/media/df_talk_21_transcript.html and Urist Da Vinci's incredibly useful Combat mechanics (pulping) and material/creature properties [0.40.xx] thread http://www.bay12forums.com/smf/index.php?topic=142372.msg5580805#msg5580805 have mostly overlapping info.

Here's Urist Da Vinci's:
Quick Attack subtracts 1 tick from both the PREPARE_AND_RECOVER --> Momentum x0.5
Standard Attack does not add or subtract anything from PREPARE_AND_RECOVER --> Momentum +/-0
Heavy Attack will add 1 tick to both the PREPARE_AND_RECOVER --> Momentum x1.5
***Precise Attack will add ~2~ ticks to the PREPARE and 0 ticks to RECOVER --> Momentum is same as standard
Wild Attack subtracts 1 tick from the PREPARE, but adds *2* ticks to RECOVER  --> Momentum x1.5


***The main area where Toady and Urist Da Vinci differ is over precise attack's damage boost.

Normal weapon use momentum numbers appear in line with 0.34.11, except that there appears to be an additional x2 multiplier on top of everything if the opponent is prone.
« Last Edit: January 17, 2017, 08:33:41 pm by peasant cretin »
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