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dom6:protection [2024/04/19 17:13]
fenrir [Shield Destruction]
dom6:protection [2024/06/11 11:49] (current)
arco [Armor-Defeating Hits]
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 ====== Protection ====== ====== Protection ======
  
-{{:items:copper_plate.png?nolink }} **Protection** is a defensive attribute that serves as damage reduction. While [[Defence Skill]] prevents attacks from hitting, and while [[Hit Points]] prevent attacks from killing, Protection reduces the HP impact of most attacks that get through Defence Skill.+{{:dom6:stats:prot.png?nolink }} **Protection** is a defensive [[unit-attributes|attribute]] that serves as damage reduction. While [[Defence Skill]] prevents attacks from hitting, and while [[Hit Points]] prevent attacks from killing, Protection reduces the HP impact of most attacks that get through Defence Skill.
  
 Combat in Dominions is similar to that in Fire Emblem and other tactical RPGs, with Defence Skill being Evasion, Protection being Defense, and HP being what it always is. Alternatively, if this were a spaceship game, HP would be Hull, Protection would be Armor, and Defence Skill would be a cross between Evasion and Energy Shields. Combat in Dominions is similar to that in Fire Emblem and other tactical RPGs, with Defence Skill being Evasion, Protection being Defense, and HP being what it always is. Alternatively, if this were a spaceship game, HP would be Hull, Protection would be Armor, and Defence Skill would be a cross between Evasion and Energy Shields.
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   * **100 or more** Fatigue makes the threshold **4**, increasing the odds of an armor-defeating hit to 1/6.   * **100 or more** Fatigue makes the threshold **4**, increasing the odds of an armor-defeating hit to 1/6.
     * Immobility (either as a trait or as a byproduct of a temporary trait) also makes the threshold **4**.     * Immobility (either as a trait or as a byproduct of a temporary trait) also makes the threshold **4**.
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 +
  
 ==== Damage Types ==== ==== Damage Types ====
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   * {{:abilities:resist_slash.png?nolink }} **Slashing** hits cut flesh and thus harm a wider area of the body, making them 25% stronger **after both the Damage roll and the Protection roll are applied**. This is also multiplicative.    * {{:abilities:resist_slash.png?nolink }} **Slashing** hits cut flesh and thus harm a wider area of the body, making them 25% stronger **after both the Damage roll and the Protection roll are applied**. This is also multiplicative. 
  
-Note that only **one** of these is applied on a hit, at random. A Short Sword can be used to **either** stab or slash, for instance, while ??Flying Shards?? may hit you with either a flat end or a sharp end.+Note that only **one** of these is applied on a hit, at random if the attack has more than one. A Short Sword can be used to **either** stab or slash, for instance, while ??Flying Shards?? may hit you with either a flat end or a sharp end.
  
 ===== Contributions to Protection ===== ===== Contributions to Protection =====
  
-There are three Protection scores: **Natural Protection** (which applies to both the Body and the Head), **Armor Protection** (which applies to whichever area it's worn on), and **Shield Protection** (which only applies if the Attack-versus-Defence rolls resulted in a shield hit).+There are three Protection scores: **[[Natural Protection]]** (which applies to both the Body and the Head), **Armor Protection** (which applies to whichever area it's worn on), and **Shield Protection** (which only applies if the Attack-versus-Defence rolls resulted in a shield hit).
  
 Natural Protection and Armor Protection stack, but with diminishing returns. They cannot add up to be greater than **40**, though a unit with zero Natural Protection or zero Armor Protection could technically have more than 40 in the other. This is enforced by a penalty equal to the two multiplied together and divided by 40, though the result is rounded up. Natural Protection and Armor Protection stack, but with diminishing returns. They cannot add up to be greater than **40**, though a unit with zero Natural Protection or zero Armor Protection could technically have more than 40 in the other. This is enforced by a penalty equal to the two multiplied together and divided by 40, though the result is rounded up.
dom6/protection.1713546805.txt.gz · Last modified: 2024/04/19 17:13 by fenrir