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Author Topic: Armor User and "squareness" of Attacks  (Read 398 times)

Digganob

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Armor User and "squareness" of Attacks
« on: December 06, 2023, 01:27:48 pm »

Quote
Quote from: Toady One
Yeah, your "deflection roll" is based on your armor use skill, but in the first calculation your dodge roll counts more and replaces your deflection roll if it is higher.  That roll is thrown into an equation with the hit roll to get the "squareness" of the attack from 0 to 20.  There's some pure luck at this stage though, and the squareness can sometimes be increased regardless of the rolls.

Later, the same deflection roll is used directly with relevant worn items one by one to modify attack momentum using the material/etc. -- dodge rolls don't enter into this.  Item familiarity can increase this deflection bonus.

In addition to speed, high armor skill also decreases your "clunkiness" with heavy worn objects.  The clunkiness sum applies a minus to many skill rolls (mostly combat, but a few non-combat).

I found this bit in a discussion from several years ago, and I'd like to ask if the bits about armor user and "squareness" (which is presumably the same as the current squareness of strikes you can see in adventure mode) are still true. The wiki doesn't seem to say anywhere that armor user actually increases deflection chance, and only mentions that squareness "increases damage," whatever that means.

Any information about squareness would especially be appreciated. It doesn't seem to be factored into armor penetration at all given the combat formulas found on the wiki.
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