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The only things I can think of is it's not working as intended, the enemies are using skills similar to what we get on heroes or it's RNG.
5 dmg * 10% = 0,5 and not 50! armor reduce with a hit. Most times it got rounded down so you don't lose armor at all from weak attacks
My main hero has currently i think 30% armor break and attacks for 5-10 dmg which means in best case i reduce 10 dmg * 30% = 3 armor with a hit.
Ah, now I get it, thanks.
Ok, it's much clearer.
So, to give an example:
An enemy with 10 attack, and 20% armor break hits my hero with a 30% shield and 5 armor will inflict:
10*0.3
7-5: 2 hit points
And will break 1.4 armor.
Correct ?
Yes please, because i'm totally confused. The symbol, which is used for vulnerability is shown beside the damage value of the first enemy in the very first room and beside my own dmage value of my skill "Strike". But the spell you have right from the beginning "Cast Stigma" is using this symbol for vulnerability?!
So i thought that the enemy has no armour breaking value at all. But after he has attacked me i loose one armour point. Why?
Even if this would be his armour breaking value (10%) it should not break one point, shouldn't it? (3-5 damage * 10% = 0,3 - 0,5). Or does it "roll" 5 damage and this will be rounded up?
I want to play in roguelike modus but for that i have to understand all the mechanics, before trial and error :(
Edit: And btw. the good example of armor breaking is only shown in english, furthermore you have forget to implement underlines in the Cutscenes. Even if you have taken German the underlines are shown in english (at least in the first cutscene)
Since armor breaking is based on incoming damage, vulnerability results in more armor being broken. But yes, I think the icons should be different also.
As for the first enemy on Hard mode dealing 3-5 dmg with 10% armor breaking, I tried 6 times. To break Mordred's 5 armor, the number of hits required from the enemy was: 14 first round, 15 second. 15 third, 13 fourth, 16 fifth round, 14 sixth time. Average of 14.3
1 point of armor is ALWAYS broken on first hit. Never lost armor in 2 consecutive hits.
It doesn't seem like its based on rounding the damage rolled, since first hit always removes, and I never lost armor twice in a row. I would guess there's some kind of damage tracking+break thresholds, but I can't think of a precise way that fits my very short experiment. Dev's might explain at some point.
The way I always thought of armor breaking is "How many points of damage you need to deal to break 1 armor". So with 10%, every 10 points inflicted removes 1 armor. 25% armor breaking, every 4 points. This can explain why 2 attacks in a row might remove differing amounts of armor, even if the damge is a flat, guaranteed #, or perhaps why a first hit always removes armor.
However I understand it's a fair question to ask, as in the late game armor break matters a lot more than early on.
Nope, the archer shoot and strip down one Armor.
Really annoying that this so important mechanic isn't explained in detail from the devs :(
And does a) even happening for enemys?
And what exactly is Hit damage in comparison to final damage?
when armour breaking value on a hit is below 1 (for example 10% of 3 dmg= 0.3)... is it rounded up ? This example come from "lost commoners" attacks.
Sometimes it breaks sometimes it doesn't...
quite frustrating not being able to understand how is that...
any clue anyone ?
any dev nearby ??