There was discussion about exact game mechanics on irc and people have pretty scattered info on what works how so I figured out we should gather stuff together. Just post on this thread the stuff I'm missing or have written wrong and I'll collect it!
For a more throughout guide to the game see
http://forum.c-rpg.net/index.php/topic,9245.0.html. This thread is aimed only at collecting as precise data on mechanics as possible in a very condensed format for easy checking of specific things.
StatsStrength gives 1 hp and 1/5 damage per point (thanks to Tydeus)
Agility gives approximately 1/4 or 1/5 of one point of athletics in run speed (thanks to Gurnisson for pointing it out and WaltF4 for mechanics)
Skills- Power strike gives 8% melee damage per point
- Power draw gives 14% damage with bows per point
--> Only bow difficulty + 4 points of power draw will be taken to account. For example using nomad bow (difficulty 3) with 9 power draw would result in only 7 power draw being effective (MrShine).
- Power draw REDUCES your wpf by (14*PD)-((1.4)^PD) (Thanks to Lt_Anders for pointing it out). This is calculated before the weight wpf reduction. See
http://forum.meleegaming.com/beginner%27s-help-and-guides/archer-build-41378/msg646130/#msg646130- Power throw gives 10% damage with thrown weapons per point
- Power throw REDUCES your wpf by 13 per point. This is calculated before the weight wpf reduction. There's a possibility this is wrong and the real formula is something closer to the power draw one.
- Ironflesh gives 2 hp
- Shields increases shield "force field", speed and reduces incoming damage to the shield by 8% (not sure if it's before shield's damage reduction or after)
- Horse archery reduces accuracy penalty of mounted ranged combat by 10% and reduces damage penalty of throwing weapons and bows while horseback by 1.9% per point (10 points being equal to 99% of non-mounted damage)
- Weapon master gives you a set amount of profiency points to spend. First point gives 30, second 40, third 50 and so on.
- Riding increases horse speed, manouverability and acceleration.
Maximum level of a skill is it's base attribute / 3, meaning that at level 18 of strength Power Strike can be 18/3 = 6 at most. An exception to this is Horse Archery, which requires 6 skill per level, so at 18 agility you could have just 18/6 = 3 levels of it.
Skills are distributed between stats like this:
Strength: Power strike, Power throw, Power draw, Ironflesh
Agility: Shield, Riding, Athletics, Weapon master, Horse archery
The difficulty attribute on items determines a minimum level of strength to use them unless they are shields, bows or throwing weapons. For shields the minimum level of shield skills determines if you are able to use the item, for bows this is power draw and for throwing weapons this is power throw.
(Source for bonus damage:
http://www.youtube.com/watch?v=XKfuS6gfxPY&feature=player_embedded#!)
HP determinationEvery character has base hp of 35. In addition to this you will gain:
+ 1 hp for each point of strength.
+ 2 hp for each point of ironflesh.
Ranged accuracyWeapon profiency has a big effect on accuracy as does the weapon accuracy stat. In addition every point of damage reduces accuracy by 1 and thus even though Long bow has the highest accuracy rating, it is actually the most innaccurate bow due to high damage.
(Source: _Sebastian_)
Armor weightArmor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 4*hand armor weight - 10
(Source: WaltF4, updated 31.7.2012 based on the new formula)
This means that every point of armor weight with helmet weight multiplied by 2 and glove weight multiplied by 4 over 10 reduces your wpf by 1%. Or the same put other way, any effective armor weight from the above equation reduces your wpf 1% per 1 point.
Effective WPFThere are three possible factors reducing your wpf from what is listed on the character sheet. First reduce your wpf by 13 for each point of power throw, then reduce your wpf by 14 for each point of power draw and then remove 1% of remaining wpf for each point of effective weight. For effective weight, see armor weight chapter above.
The same mathematically:
(wpf - 13*pt - 14*pd) * (1 - effective weight / 100)
Movement speedMovement speed depends on agility, athletics and weight.
- Moving backwards reduces movement speed by roughly 34%
- Rain reduces movement speed by roughly 7.8%
- Blocking reduces movement speed by roughly 15%
Along with this carried items reduce movement speed.
My testing suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.
(Source and more information:
http://forum.c-rpg.net/index.php/topic,3278.0.html)
MaintenanceThere's a chance every minute for items you're wearing to break up resulting in them getting reduced stats until they are repaired. By default items will automatically be repaired when you have enough money. On average player can hold gear worth of roughly 50,000 and break even (Source:
http://forum.c-rpg.net/index.php/topic,8400.0.html). This is a long term average though, and you should have a considerable reserve of money before trying to run around in gear of that price.
For weaponry wpf dictates the breaking chance while other items have a static chance which supposedly is somewhat higher for arrows and bolts. For melee weapons highest melee skill is chosen, so for example using a long spear with 1 polearm wpf while having 120 wpf in two handed uses the 120 wpf for breaking. For ranged this kind of mechanic isn't in effect, and bow breaking chance in determined by archery wpf etc.
Tears of Destiny at
http://forum.c-rpg.net/index.php/topic,9245.0.html says that:
1wpf is about 11% [chance of breaking] where as 140 is 2.5% [chance of breaking] so it does make a difference.
Damage typesWeapons in Mount & Blade do a fixed amount of damage per swing. Armor damage reduction has a random element in it though. The effect of this is that at low armor damage variance is low: static 10%. At extremely high armor this variance can go as high as 90%ish. Next graph will show average of 40 damage attack against different armor levels. X-axis is amount of armor and Y-axis is amount of damage done after armor.
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loginThe next graph shows minimum and maximum damages used to calculate the above graph.
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loginTo compare, below are the same graphs with 20 raw damage instead of 40.
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- Pierce is about 5% weaker than blunt from 40 to 55 armor.
- Between 60 and 75 armor pierce is about 15% weaker than blunt.
- At 80 armor the difference is only around 7%.
- At 15 armor cut is about 11% weaker than blunt
- At 30 armor cut is about 24% weaker than blunt
- At 45 armor cut is about 37% weaker than blunt
- At 60 armor cut is about 45% weaker than blunt
- At 75 armor cut is about 50% weaker than blunt
Following is at 20 base damage:
- Pierce is about 10% weaker than blunt from 20 to 30 armor.
- Pierce is about 20% weaker than blunt from 35 to 40 armor.
- Pierce is about 15% weaker than blunt from 45 to 55 armor.
- After that the difference in damage jumps around between 25% and 67% depending on rounding, but in general the damage amounts for both weapons are ridiculously low already.
- At 15 armor cut is about 21% weaker than blunt
- At 30 armor cut is about 43% weaker than blunt
- At 45 armor cut is about 50% weaker than blunt
- At 60 armor cut is about 83% weaker than blunt
- At 70+ armor cut glances always
From this we can fairly safely assume this:
- Blunt is superior damage type. It deals the most damage and glances least easily. Especially at lower armor levels pierce has very close to the same damage output though.
- The higher the dealt base damage goes, the less pierce and blunt differ from each other. At 60 damage pierce is slightly better than blunt against medium tier armor and at above it becomes better in all categories. At 100 damage pierce is 7% better at 80 armor, 4% better at 40 armor and mariginally better at low armor levels.
- The higher the dealt base damage goes, the less cut proportionally suffers compared to pierce and blunt (45% weaker than blunt at 60 damage at most, 35% at 80)
Simplified:
Damage types with below 60 raw damage:
blunt > pierce > cut
Damage types with above 60 raw damage:
pierce > blunt > cut
Blunt is best if you have weak damage potential or expect to hit a lot with negative speed bonuses. Pierce is best if you have high damage potential. In reality though the difference at 100 base damage is very minor unless you're hitting very heavy armor.
The Excel spreadsheet used for this is available at:
http://nikita.tnnet.fi/~elmokki/crpg-damage.xls(Source and exact math at:
http://forum.c-rpg.net/index.php/topic,23344.msg341355.html#msg341355).
Weapon modifiers- Crushthrough has a chance of ignoring block on overhead strikes. This depends on strength and weapon weight. There is also a random element.
- Knockdown has a chance to knock down enemy on swings. This depends on weapon mass, but does contain a significant random element.
The mechanic for knockdown is (rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015) according to Paul (http://forum.c-rpg.net/index.php/topic,20938.msg299772.html#msg299772). How this kind of equation works is that the higher the right side value is, the higher the chance of success is. Percentual chance of success is the right side of equation.
This means two things affect knockdown chance. Weight of the item and raw damage of the swing. If we assume a hit does at least 40 raw damage, which is very likely for a decent hit from almost any weapon with knockdown with 5 PS or so, the knockdown chance boils down to min(item_weight * 0.33, 2.0) * 0.15. This means that the maximum weight for this calculation is 6. This results in the knockdown chance being 0.0495 * item_weight, meaing 4.95% chance of knockdown per item weight (this could be rounded to 5% like Paul did, but 0.33 isnt 1/3 for exact chance). This allows tabling some weights:
Weight 1.5 (Hammer, Club): 7.425%
Weight 2.5 (Flanged Mace, Iron Mace, Goedendag): 12.375%
Weight 3 (Warhammer, Long Hafterd Spiked Mace): 14.85%
Weight 4.5 (Long Iron Mace, Bar Mace: 22.275%
Weight 6 and above (every crushthrough weapon): 29.7%
The effect of damage is a multiplier to this chance, min((raw_damage - 20.0) * 0.5, 10.0). At 40 or more raw damage the multiplier is it's maximum (10), resulting in our assumed values above. Attacks below 20 raw damage cause the multiplier to be 0, meaning 0% chance of knockdown. Between 20 and 40 raw damage each point of raw damage increases the multiplier by 0.05. This means that the knockdown chance calculated above goes down by 5% per point of raw damage below 40 (for example 38 damage attack with a warhammer means 14.85% * 0.9 = 13.365% chance of knockdown). As said above though, in most practical cases most of these weapons will deal at least 40 raw damage with a decent hit, so that part of the equation is fairly meaningless.
- Unbalanced makes stopping a swing once it's started impossible.
- Bonus against shields gives 100% extra damage to shields and 10% to constructs (source:
http://forum.c-rpg.net/index.php/topic,9245.0.html)
Melee damageDamage before armor is calculated by:
hold_bonus * (WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)+strength/5.0
Implications:
- Each power strike point is 8% extra damage
- 10 wpf is equal to 1.5% damage. You have a 15% damage penalty at 0 wpf compared to base weapon damage. At 100 wpf there is no penalty or bonus to damage.
- 5 strength gives 1 damage that isn't affected by modifiers.
- Holding your melee strike before releasing it gives you a damage bonus.
--> Holding for less than 0.5 seconds gives you a damage bonus of 5% per 0.1 seconds.
--> Holding for 0.5 to 0.6 seconds gives you a 25% damage bonus
--> After 0.6 seconds the damage bonus will diminish 3% per 0.1 seconds until it's 10% after 1.1 seconds of holding weapon down.
- If you use polearm with a shield or from horseback, you get -27.75% damage penalty
- If you use twohander with a shield or from horesback, you get -23.5% damage penalty if that twohander can be used with a shield (ie has onehander animations). If not, the penalty is -15%.
- Both cases above also have some sort of a speed penalty.
(Thanks to Tydeus for the exact mechanics of hold bonus and CaptainQuantum for the melee mechanics. They can be found also at
http://forums.taleworlds.com/index.php/topic,168722.msg4090900.html#msg4090900)
Melee reachAnimations for different weapon types have different effects on weapon reach.
Weapon lengths themselves aren't really comparable between weapon types. Animations add or reduce from the effective length of an attack. So in effect if you for example compare a thrust of a 120 length polearm (Bec de Corbin) and a 120 length twohander (Great Sword) they will NOT effectively reach the same lengths. Due to the way polearm is held polearm is from 15 to 61 units shorter depending on animation. This animation effect on reach is very noticeable especially with one handed weapon stabs. Even a short one handed sword can outrange a twohander or a polearm with a thrust in some cases. It's worth a note that polearms in general have longer options than twohanders to compensate for the shorter reaching animations.
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 (This may be slightly wrong with the new stab animation)
2h Polearms
Overhead = -15
Left-to-right = -7
Right-to-left = -2
Thrust = +19
1h Polearms
Thrust = +50
(Source: http://forum.c-rpg.net/index.php/topic,9245.0.html)
Melee swing speedWeapon swing speed is affected by weapon speed rating and weapon profiency. Agility does not seem to have effect on swing speed. According to WaltF4's tests 100 wpf results in approximately ~6.5% faster swings.
It is likely ranged shooting speed works the same wayTo put this in perspective, a level 30 character with 3 agility, no weapon master, and 110 polearm proficiency would attack ~5% slower than a level 30 character with 27 agility, 9 weapon master, and 180 polearm proficiency if both characters were to use a speed 94 polearm. The absolute difference in time per attack between these two characters would be ~0.06 seconds. This is significantly less than the 12% difference in attack speed one would expect if agility was providing the purported 0.5% reduction in attack speed per point and the difference of 70 proficiency was ignored.
Only armor weight appears to matter for attack speeds (The wpf reduction effect -Elmokki). Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield.
For rough calculation of your actual attack speed you can try to approximate a swing timer for wpf 1 from WaltF4's graph below and multiplying that by (1 - wpf / 100 * 0.065).
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login These numbers, however, are for a full swing from start to end. Actual combat in Mount & Blade involves hitting your enemy before the swing is completely finished, so all you can guesstimate from these really is comparable speed to other wpf-weapon setups.
(Source:
http://forum.c-rpg.net/index.php/topic,2531.0.html, WaltF4)
Ranged- Bow raw damage before armor is calculated by:
raw_damage = (bow_damage + arrow_damage) * (archery_wpf * 0.01 * 0.15 + 0.85) * (min(power_draw, difficulty + 4) * 0.14 + 1) + strength / 5.0
- Crossbow raw damage is a tad bit simpler:
raw_damage = crossbow_damage + bolt_damage
- Throwing raw damage is similiar too:
Weapon_damage*(throwing_wpf*0.01*0.15+0.85)*(power_throw*0.1+1.0)+strength/5.0
Mounted throwers and bowmen (not crossbowmen) also will have their damage multiplied by
(horse_archery*0.019 +0.8)
(Thanks to CaptainQuantum for mechanics)
Implications for non-crossbows:
- 10 wpf is equal to 1.5% damage. You have a 15% damage penalty at 0 wpf.
- Maximum power draw bonus - obviously only for bows - is for (bow difficulty + 4) points of the skill, each point giving 14% damage bonus
- Throwing gains 10% damage per power throw
- All three forms of ranged damage gain 1 damage per 5 strength. This damage is not modified by any damage modifiers like power throw, power draw or wpf.
- Without horse archery a mounted thrower or bowman does 20% less damage. Each point of horse archery reduces this penalty by 1.9% (percentile units). At 10 HA the damage is 99% of normal.
- Rain reduces bow damage by 10%
- Strength gives 1/5 points of damage not affected by any negative or positive modifier
Implications for crossbows
- Rain reduces crossbow damage by 25%.
Crossbow shield penetrationFor a crossbow to penetrate a shield it's damage will have to be above 30 + 3*(shield's armor). What this means is that without taking speed bonus (you running towards the shooter) into account a loomed arbalestman at close range will probably shoot through shields with less than 20 resistance (30 + 20*3 = 90 damage). At under 15 shield resistance (30 + 15*3 = 75 damage) you start to seriously risk getting your shield penetrated by a bolt.
(Source:
http://forum.c-rpg.net/index.php/topic,19324.msg275435.html#msg275435)
Hit locationsHitting someone in the head with a melee weapon gives 20% bonus damage or 75% with a ranged weapon. Hitting someone in the calf or thigh gives a 10% damage reduction, though you can still hit someone in the foot for 100% damage. All of these are applied at the absolute end of the damage calculation as well.
(Thanks to Tydeus)
Shield slot usageThe slot amount of shields is not shown on the website, but there is a general rule for it. Shields with weight 7.5 or below take 1 slot and shields with weight above 7.5 take 2 slots with the exception of Board Shield. Alternatively all shields that cost less than 4400 gold and the bucklers are less than 2 slots.
Skip the funThis feature can be used once per week on a character. Only one character that STF has been used on can exist per account. It makes the character level 30, gives him 10,000 gold and removes ability to trade in market or respec. Only way to remove STF status is to remove the character. Even if you do remove character, you still do have to wait until the 7 days have passed to make a new STF character.
All thine work has payed off......has absolutely no effect in cRPG. It gives you 3 crafting profiency to every item you were wearing in Strategus and removes 1 crafting profiency from every other item you had profiency in.
Can Strategus gold be turned to cRPG gold?You can transform 1 strategus gold to 10 crpg gold in towns, or you could trade with other players for possibly better rates.
The feature is disabled right now, so you have to trade with other players.