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afflictions [2023/12/06 23:19] fenrir |
afflictions [2023/12/18 10:39] zonk Since 5.60, affliction % uses the highest of max and current HPst of max-HP and current-HP. |
{{abilities:disease.png?nolink}} **Disease** is a special kind of affliction: diseased units may gain additional afflictions each turn. It also prevents natural regeneration of hp. Some units can gain the disease icon, but are immune to its effects: these are units with the {{abilities:undead.png|nolink}}undead, {{abilities:demon.png|nolink}}demon or {{:abilities:inanimate.png?nolink}}inanimate ability, or units tagged as //stonebeing// in the mod inspector (which in vanilla Dom5 is the cyclops, earth gnomes, and the 3 Kings of Earth/Illearth). | {{abilities:disease.png?nolink}} **Disease** is a special kind of affliction: diseased units may gain additional afflictions each turn. It also prevents natural regeneration of hp. Some units can gain the disease icon, but are immune to its effects: these are units with the {{abilities:undead.png|nolink}}undead, {{abilities:demon.png|nolink}}demon or {{:abilities:inanimate.png?nolink}}inanimate ability, or units tagged as //stonebeing// in the mod inspector (which in vanilla Dom5 is the cyclops, earth gnomes, and the 3 Kings of Earth/Illearth). |
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The chance is simply the percentage of its total maximum points a unit suffers on that strike (E.g. an infantry unit with a maximum of 10 hp will have a 20% chance of suffering an affliction upon taking 2 hp damage). This is further modified by other factors: being [[cursed]] increases affliction chance by a flat 15% every time damage is taken(([[:user:loggy:afflictions#Gaining Afflictions when Damaged|Analysis of the Dominions 5.53 executable]])), and [[regeneration]] reduces affliction rate to 500/(regeneration percentage) percent (E.g. 10% regeneration reduces afflictions by 50%). Additionally, [[affliction resistance]] has a 100% x (affliction resistance)/(affliction resistance + 1) chance to reduce the chance to 0.5%, regardless of the size of the original damage (E.g. affliction resistance 3 reduces afflictions by ~74.5%). | The base affliction chance is the damage suffered as % of the highest of max and current HP (including the damage just suffered). |
| E.g. an infantry unit with a maximum of 10 hp will have a 20% chance of suffering an affliction upon taking 2 hp damage. This is further modified by other factors: being [[cursed]] increases affliction chance by a flat 15% every time damage is taken(([[:user:loggy:afflictions#Gaining Afflictions when Damaged|Analysis of the Dominions 5.53 executable]])), and [[regeneration]] reduces affliction rate to 500/(regeneration percentage) percent (E.g. 10% regeneration reduces afflictions by 50%). Additionally, [[affliction resistance]] has a 100% x (affliction resistance)/(affliction resistance + 1) chance to reduce the chance to 0.5%, regardless of the size of the original damage (E.g. affliction resistance 3 reduces afflictions by ~74.5%). |
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Note that afflictions are different from [[Curse|Curses]] or [[Horror Mark|Horror Marks]], which are very difficult to remove. | Note that afflictions are different from [[Curse|Curses]] or [[Horror Mark|Horror Marks]], which are very difficult to remove. |