hitting and missing in combat

ok, this is another topic i can't seem to find an answer to in the forums already so if it has been covered forgive me.  does anyone understand how the hit/miss mechanic works in general.  i have a group of 8 staff wielders 24 attack attacking one guy with 5 defense.  they keep missing the guy.  then my 4 group swordmen come along with attack around the same as the staff wielders and hit the guy every attack.  i'm confused.  my staff wielders seem to miss a lot in most of the battles i'm fighting.

 

if anyone could give me some information that may clear this up it would be appreciated.  again sorry if this was covered in another post.

6,290 views 16 replies
Reply #1 Top

anybody?

Reply #2 Top

I'm not sure, but I do really like the fact that you can miss in this game.  Not only is it fun, and more realistic, but your champions would take 1 hit minimum every attack if you could not miss 8C

Reply #3 Top

Your staff wielders are 3 base attack x 8 units.

Your Swordsmen are 6 base attack x 4 units.

Combat rolls seem to be are base attack vs base defense then multiplied by number of units.

So if the defender rolls a 3 4 or 5 your staff wielder automatically misses.

I think the same applies to spells which is why a spell can say 90 max damage due to a ton of shards and still miss most of the time.

Reply #4 Top

Attacker rolls a number between 0 and their attack rating. Defender rolls a number between 0 and their defense rating. Damage done is attacker's number minus defender's number. If the result is less than 1, the game considers it a miss. So, if the attacker with attack rating of 24 rolls a 3, and the defender with defend rating of 5 rolls a 4, the attack misses.

At least that's what i figured out till now.

Reply #5 Top

Quoting stax77, reply 4
Attacker rolls a number between 0 and their attack rating. Defender rolls a number between 0 and their defense rating. Damage done is attacker's number minus defender's number. If the result is less than 1, the game considers it a miss. So, if the attacker with attack rating of 24 rolls a 3, and the defender with defend rating of 5 rolls a 4, the attack misses.

At least that's what i figured out till now.
End of stax77's quote

Yep. There's some uncertainty exactly how squad rolls work. Frogboy said each person in the squad rolls their own attack and then they're added together.. but we don't know if the receiving squad rolls 1 defense per attack, or rolls 0 to combined defense.

Reply #6 Top

Quoting PurplePaladin, reply 2
I'm not sure, but I do really like the fact that you can miss in this game.  Not only is it fun, and more realistic, but your champions would take 1 hit minimum every attack if you could not miss
End of PurplePaladin's quote


It is so not fun nor realistic. If a squad of troops runs into another squad of troops to do battle you're telling me none of them hit anyone? And 1 damage a hit isn't so bad when you know what's comming. Instead of putting your life on the line to dice rolls. "Oh hey these monsters have been doing nothing but missing me lately, I think it won't hurt to go finish them off with my sov. MISS! Counterattack, -50 damage dead. UGH!"


I think champions and soverigns will be getting buffed soon anyways so they'll have a lot more than 10-25 hp without having to specialize constantly into health on levelups. So the -1's won't be as scary.

Reply #7 Top

Quoting Annatar11, reply 5

Quoting stax77, reply 4Attacker rolls a number between 0 and their attack rating. Defender rolls a number between 0 and their defense rating. Damage done is attacker's number minus defender's number. If the result is less than 1, the game considers it a miss. So, if the attacker with attack rating of 24 rolls a 3, and the defender with defend rating of 5 rolls a 4, the attack misses.

At least that's what i figured out till now.

Yep. There's some uncertainty exactly how squad rolls work. Frogboy said each person in the squad rolls their own attack and then they're added together.. but we don't know if the receiving squad rolls 1 defense per attack, or rolls 0 to combined defense.
End of Annatar11's quote

 

a problem here is the very principle that you can make unlimited counterattacks. it seems to mean that the only advantage to having more of something is having more hitpoints.

 

they need to at least at least prevent you rfrom counter-attacking to the flanks and rear. this would at least give some advantage to surrounding an enemy, instead of letting enemies go through your units one by one.

Reply #8 Top

Miss just either means damage got absorbed or they dodged (since shields add dodge chance) I think it should just give us a quick break down of the attacks. like this

<Damage done>

<Damage Absorbed>

<Attacks Dodged>

 

Since they claim that its rolling a die roll for each individual in a squad I think this approach would work and shouldn't be overly taxing on the system. Its already doing these numbers behind the scenes.  Either that or give us a small combat log that scrolls in combat showing these things. Stick it in a corner if you must.

Reply #9 Top

Unlimited counter attacks??? I think not. I sometimes use units that can take the damage or units that I don't mind losing to attack first, when the opponet has run out of counter attacks you can move in units that have no defence but loads of attack rating, but I am prety sure unlimited counter attacks is not in game, maybee they have number equel combat rating.

Reply #11 Top

I still think King's Bounty got the combat system right. I never felt like I got completly screwed in that game. The attacks always hit, and have some variance on how damaging it'll be. Usually it'll say before you even attack the target you'll do 47-64 damage so you know before hand if it's even worth it to click the attack button. You'll never miss at all. But there's still enough of a chance for something unexpected to happen to where it won't get stale. Plus there's always crits. Missing just isn't fun at all period. Having your fate be hugely impacted through random rolls like that already ruined "Blood Bowl" for me. I like having some semblence of control over my own actions.

Reply #12 Top

If attacks always hit, I promice you, Champions will die far more often than the one-hits are doing now.  I agree one-hits should be very rare, but always hitting/doing damage is going to leave dead or damage armies/champions even after the smallest of battles; which means constant healing; retreating; or reloading saved games after every single battle.

Reply #13 Top

Quoting Zygwen, reply 3
Your staff wielders are 3 base attack x 8 units.

Your Swordsmen are 6 base attack x 4 units.

Combat rolls seem to be are base attack vs base defense then multiplied by number of units.

So if the defender rolls a 3 4 or 5 your staff wielder automatically misses.

End of Zygwen's quote

 

If only that were actually the case. If only. (not the best system, but better than what it currently is).

//

 

As a side note, the HOMM/ Kings Bounty combat mechanics, as much as I abhor them, are a lot better than Elemental's combat mechanics.

Reply #14 Top

Quoting PurplePaladin, reply 12
If attacks always hit, I promice you, Champions will die far more often than the one-hits are doing now.  I agree one-hits should be very rare, but always hitting/doing damage is going to leave dead or damage armies/champions even after the smallest of battles; which means constant healing; retreating; or reloading saved games after every single battle.
End of PurplePaladin's quote


That's a big no. You're assuming they woudln't do anything to change how defense works. Since there wouldn't be anymore misses anymore the next thing defense would have to do is let you take and soak up bigger hits. You'd only die if you did something stupid like rush the enemy one unit at a time or something. In King's Bounty which  has a combat system pretty close to this one, what you're scared of isn't an issue. In that game even the tiniest scratch on a unit kills people inside it. They're very vulnerable and can die out quickly forcing you to restock on more troops. But the thing is you can use strategy to avoid taking hits at all if you do things right. Soften them up with magic and ranged, let them come to you, send in decoys like summons to take the hits and surround them with your army. Battle ends, not a single casualty on your side but the enemy suffered in the 1000's. Doing that feels really good because it wasn't luck that made you get through unscathed but perfect timing and placement of your units. Which is how it should be.


As of now, there's still plenty of reloading saved games after battles because oh my wife just got oneshotted. Or my soverign or favorite leveled summon got complety crushed. The combat now more or less is don't get hit period at all, because if you do you die. If you do get hit even just once and happen to survive it'll most likely be a powerful blow that'll take you dozens of turns to regenerate the health back in a friendly city. The current way of things just isn't fun or time efficient at all.

Reply #15 Top

Any time an attack does 0 damage after armor, it's listed as a miss.  Staff wielders will miss a lot against just about everything with any sort of armor.

Reply #16 Top

thanks a bunch for the replies all.  that at least gives me some idea as to what's going on.  

 

again thanks for the info