Penetration (PV): Difference between revisions

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'''PV''' or '''Penetration Value''' or {{PV}} is a value assigned to all weapons and plays a key part in damage calculation during attacking.


A '''penetration''' is a single application of a weapon's damage dice against the target. One attack might result in multiple penetrations, multiplying the weapon's damage dice accordingly. In game, penetrations are noted in the message log as a parenthetical multiplier after the damage, such as {{qud text|&W(x2)}} or {{qud text|&M(x5)}}.
'''PV''' or '''Penetration Value''' or {{PV}} is a value assigned to all penetrating attacks (including weapons, and some mutations and abilities) and plays a key part in damage calculation during attacking.
 
A '''penetration''' is typically a single application of an attack's damage dice against the target. One attack might result in multiple penetrations, multiplying the attack's damage dice accordingly. In game, penetrations are noted in the message log as a parenthetical multiplier after the damage, such as {{qud text|&W(x2)}} or {{qud text|&M(x5)}}.
 
While the full calculations behind penetration are complex, a key takeaway is that every two points of the attacker's PV will, on average, increase the attack's damage multiplier by one, while every two points of the defender's AV will reduce it by one.


== Background ==
== Background ==
There are two components to an attack.
There are two components to an attack.
* The first component is the '''hit'''. If an attacker's to-hit roll (heavily influenced by [[Agility]]) succeeds, the attack hits and applies on-hit effects.
* The first component is the '''hit'''. If an attacker's to-hit roll (heavily influenced by [[Agility]]) succeeds, the attack hits and applies on-hit effects.
* The second component is '''penetration'''. If an attacker's penetration roll (heavily influenced by [[Strength]]) succeeds, the attack penetrates and deals damage.
* The second component is '''penetration'''. If an attacker's penetration roll (heavily influenced by [[Strength]]) succeeds, the attack penetrates and deals damage, and can also apply on-penetration effects (such as the stat-draining effect of a {{favilink|life sap}} or {{favilink|stat sap}}).


For more general information about attacking, refer to the relevant combat mechanics page:
For more general information about attacking, refer to the relevant combat mechanics page:
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* [[Thrown weapon combat]]
* [[Thrown weapon combat]]


==How PV Is Displayed==
==How PV Is Displayed in Weapons==
A weapon's PV is displayed in game in one of the following ways.
A weapon's PV is displayed in game in one of the following ways.


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* '''X''' is the strength-modified PV of a melee weapon. This value changes if your strength changes.<br>(4 + [[modifier|strength modifier]] for one-handed weapons, or 5 + strength modifier for two-handed weapons).
* '''X''' is the strength-modified PV of a melee weapon. This value changes if your strength changes.<br>(4 + [[modifier|strength modifier]] for one-handed weapons, or 5 + strength modifier for two-handed weapons).
* '''Y''' is the maximum achievable PV for this melee weapon. PV will be capped at this value regardless of your strength modifier. This maximum achievable PV shows up in game only if you've turned on the "Display detailed weapon penetration and damage in name" [[option]].
* '''Y''' is the maximum achievable PV for this melee weapon. PV will be capped at this value regardless of your strength modifier. This maximum achievable PV shows up in game only if you've turned on the "Display detailed weapon penetration and damage in name" [[option]].
* '''≈''' represents [[vibro]] penetration, which automatically sets penetration equal to the target's [[AV]] value.
* '''≈''' represents [[vibro]] penetration, which automatically sets penetration equal to the target's [[AV]], or [[MA]] for [[psionic]] weapons.
|-
|-
| style="text-align:center;" | <span style="font-size:120%><b>{{PV}}X{{Color|K|/Y}}</b></span>
| style="text-align:center;" | <span style="font-size:120%><b>{{PV}}X{{Color|K|/Y}}</b></span>
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|[[File:Bow_PV_example.png]]
|[[File:Bow_PV_example.png]]
|
|
* '''X''' is the base PV of a bow. This can be modified by the ammo loaded in the bow. In the case of the '''compound bow''' and the '''turbow''', it can also be modified by the wielder's strength. Whether or not these modifications are shown in game currently seems to be somewhat inconsistent.
* '''X''' is the base PV of a bow. This can be modified by the ammo loaded in the bow. In the case of {{F|compound bow|plural}} and {{F|turbow|plural}}, it can also be modified by the wielder's strength. As of {{Patch|2.0.204.101}}, the display PV for these bows appears to not be accurate.
|-
|-
! Thrown
! Thrown
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The PV of melee weapons is calculated as the follows:
The PV of melee weapons is calculated as the follows:
* Base penetration bonus,
* Base PV,
** For non-vibro weapons, the base penetration bonus is equal to the weapon penetration value shown on the equipment screen in-game, minus 4. For example, if the weapon shows {{PV}}7, your base penetration bonus is 3. ''Typically this bonus is the same as your strength modifier (or your strength modifier + 1 for two-handed weapons), but it can be capped to a lower value depending on the weapon.''
** For non-vibro weapons, the base penetration bonus is equal to the weapon penetration value shown on the equipment screen in-game, minus 4. For example, if the weapon shows {{PV}}7, your base penetration bonus is 3. ''Typically this bonus is the same as your strength modifier (or your strength modifier + 1 for two-handed weapons), but it can be capped to a lower value depending on the weapon.''
** For [[:Category:Vibro_Weapons|vibro weapons]], the base penetration bonus is always equal to the defender's [[AV]].
** For [[:Category:Vibro_Weapons|vibro weapons]], the base penetration bonus is always equal to the defender's [[AV]], or [[MA]] for [[psionic]] weapons.
* +1 bonus penetration if the weapon has the [[Sharp]] modification,
* +1 bonus PV if the weapon has the [[Sharp]] modification,
* +4 bonus penetration if the enemy is [[asleep]],
* +4 bonus PV if the enemy is [[asleep]],
* +1 bonus penetration to swarmer attackers for each additional swarmer enemy that surrounds their opponent,
* +1 bonus PV to swarmer attackers for each additional swarmer enemy that surrounds their opponent,
* and additional bonus penetration from the [[Charge]], [[Lunge]], [[Long Blade Proficiency]], [[Improved Aggressive Stance]], [[Shank]], or [[Slam]] skills as applicable.
* and additional bonus PV from the [[Charge]], [[Lunge]], [[Long Blade Proficiency]], [[Improved Aggressive Stance]], [[Shank]], or [[Slam]] skills as applicable.


A [[critical hit]] is guaranteed one penetration regardless of PV if the source of the critical hit is the player character.{{Code Reference|class=Combat|method=FireEvent|case="MeleeAttackWithWeapon"}}
A [[critical hit]] is guaranteed one penetration regardless of PV if the source of the critical hit is the player character.{{Code Reference|class=Combat|method=FireEvent|case="MeleeAttackWithWeapon"}}
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==Ranged Weapon PV Calculation (Bows)==
==Ranged Weapon PV Calculation (Bows)==
A bow's base PV is determined by the PV of the arrow loaded into the bow. The {{favilink|compound bow}} also has the effect of adding the wielder's [[strength]] modifier to the penetration value. The {{Favilink|turbow}} adds +4 PV to the shot and then adds the wielder's strength modifier to the penetration value.
A bow's base PV is determined by the PV of the arrow loaded into the bow. The {{favilink|compound bow}} also has the effect of adding the wielder's [[strength]] modifier to the penetration value. The {{Favilink|turbow}} adds +4 PV to the shot and then adds the wielder's strength modifier to the penetration value.
Whether or not these PV modifications are shown in game currently seems to be somewhat inconsistent. For example, the {{favilink|short bow}} always show {{PV}}4, but the compound bow's PV will update accurately based on the ammo loaded into it and the wielder's strength.


==Thrown Weapon PV Calculation==
==Thrown Weapon PV Calculation==
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#* Similar to melee weapons, the thrown weapon PV used for internal calculations is always 4 lower than what is displayed in game.
#* Similar to melee weapons, the thrown weapon PV used for internal calculations is always 4 lower than what is displayed in game.


==Penetration Formula==
==Penetration Formula for Damage==
{{Qud text|&amp;GStep 1}} - Roll the attacker's PV value against the defender's AV value 3 times (let's call this a '''''triplet''''').
{{Qud text|&amp;GStep 1}} - Roll the '''singlet dice''' plus the attacker's '''PV''' against the defender's defence (typically [[AV]] or [[MA]]) 3 times (let's call this a '''triplet'''):
: {{Qud text|&amp;GStep 1a}} - Each individual roll within the triplet works as follows (let's call each roll a '''''singlet'''''):
: {{Qud text|&amp;GStep 1a}} - Each individual roll within the triplet works as follows (let's call each roll a '''singlet'''):
::{{Qud text|&amp;GStep 1a.i}} - Roll <code>1d10-2</code>. Each time that the maximum result of <code>8</code> is rolled, perform the <code>1d10-2</code> roll again and continue adding the results together.
::{{Qud text|&amp;GStep 1a.i}} - Roll <code>1d10-2</code> (the typical '''singlet dice''' used). Each time that the maximum result (in this case, <code>8</code>) is rolled, perform the '''singlet dice''' roll again and continue adding the results together.
:: {{Qud text|&amp;GStep 1a.ii}} - Add the attacker's PV value to the total roll calculated in {{Qud text|&amp;gStep 1a.i|unbolded}}.
:: {{Qud text|&amp;GStep 1a.ii}} - Calculate the '''maximum possible PV''' (the modifier used without any caps applied, such as what the attacker's PV would be without a Strength bonus cap on their weapon). In cases where the PV is displayed, reduce it to the internal PV of the attack (what is displayed minus 4) if it is greater. Add this value to the roll calculated in {{Qud text|&amp;gStep 1a.i|unbolded}}.
:: {{Qud text|&amp;GStep 1a.iii}} - Note whether the total PV roll from {{Qud text|&amp;gStep 1a.ii|unbolded}} is greater than the target's AV.
:: {{Qud text|&amp;GStep 1a.iii}} - Note whether the total result from {{Qud text|&amp;gStep 1a.ii|unbolded}} is greater than the target's defence.
:{{Qud text|&amp;GStep 1b}} - If at least one '''''singlet''''' roll was greater than the target's AV, the attack penetrates one time (or one ''more'' time if this is a subsequent triplet). If all three '''''singlet''''' rolls were greater than the target's AV, reduce the PV value by 2, return to {{Qud text|&amp;gStep 1|unbolded}}, and perform another '''''triplet''''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing PV by 2 each time, until at least one '''''singlet''''' fails to roll higher than the target's AV.)''
:{{Qud text|&amp;GStep 1b}} - If at least one '''singlet''' roll was greater than the target's defence, the attack penetrates one time (or one ''more'' time if this is a subsequent triplet). If all three '''singlet''' rolls were greater than the target's defence, reduce the '''maximum possible PV''' by 2, return to {{Qud text|&amp;gStep 1|unbolded}}, and perform another '''triplet''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing '''maximum possible PV''' by 2 each time, until at least one '''singlet''' fails to roll higher than the target's defence.)''


In summary, the attack penetrates and deals damage equal to its damage dice once for each '''''triplet''''' of rolls where at least one '''''singlet''''' was higher than the target's AV. <ref><code>XRL.Rules.Stat.RollDamagePenetrations()</code></ref>
In summary, the attack penetrates and deals damage equal to its damage dice once for each '''triplet''' of rolls where at least one '''singlet''' was higher than the target's defence{{Code Reference|namespace=XRL.Rules|class=Stat|method=RollDamagePenetrations}}).


If all three rolls in the first '''''triplet''''' are equal to or lower than the target's AV, the attack fails to penetrate at all.
If all three rolls in the first '''triplet''' are equal to or lower than the target's defence, the attack fails to penetrate at all.


==Penetration vs. AV Chart==
==Penetration vs. AV Chart==
The following chart shows the chances to penetrate against a creature depending on the relative value of attacker's PV versus the target's AV. Keep in mind that this chart corresponds to the internal PV value of a weapon. For example, the internal PV of a '''{{PV}}7''' weapon is '''3''', so a '''{{PV}}7''' weapon versus a creature with '''{{AV}}2''' would correspond to the '''+1 PV''' column of this chart. Similarly, the internal PV of a '''{{PV}}4''' weapon is '''0''', so a '''{{PV}}4''' weapon versus a creature with '''{{AV}}4''' would correspond to the '''-4 PV''' column of this chart.
The following chart shows the chances to penetrate against a creature depending on the relative value of attacker's PV versus the target's AV. Keep in mind that this chart corresponds to the internal PV value of a weapon. For example, the internal PV of a '''{{PV}}7''' weapon is '''3''', so a '''{{PV}}7''' weapon versus a creature with '''{{AV}}2''' would correspond to the '''+1 PV''' column of this chart. Similarly, the internal PV of a '''{{PV}}4''' weapon is '''0''', so a '''{{PV}}4''' weapon versus a creature with '''{{AV}}4''' would correspond to the '''-4 PV''' column of this chart.
In other words, when using this chart, assume the weapon has 4 less penetration than shown in the game UI.


Once your PV equals or exceeds the target's AV, each +2 extra PV will ensure one additional penetration against the target.
Once your PV equals or exceeds the target's AV, each +2 extra PV will ensure one additional penetration against the target.
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| style="background:rgba(108,180,122,0.06);" | 1.561 || 1.948 || 2.561 || 2.948 || 3.561 || 3.948 || 4.561 || 4.948 || 5.561 || 5.948 || 6.561 || 6.948 || 7.561
| style="background:rgba(108,180,122,0.06);" | 1.561 || 1.948 || 2.561 || 2.948 || 3.561 || 3.948 || 4.561 || 4.948 || 5.561 || 5.948 || 6.561 || 6.948 || 7.561
|}
|}
==Penetrating Successes==
Penetrating successes{{Code Reference|class=Stat|method=RollPenetratingSuccess}} are a similar concept, used for a variety of conditions (typically mental attacks like [[Sunder Mind]] or [[Proselytize]]). The singlet dice and defence used will depend on the ability.
To calculate the result of penetrating successes:
{{Qud text|&amp;GStep 1}} - Roll the '''singlet dice''' plus the attacker's '''PV''' against the defender's '''defence''' (often [[MA]]). Split the '''singlet dice''' up so that you are only rolling <code>1dx</code> at a time, which we will call a '''singlet die''', (e.g. 3d4 becomes 3 separate 1d4 '''singlet die''') and repeat the following process for each of them:
: {{Qud text|&amp;GStep 1a}} - Roll your '''singlet die''' (<code>1dx</code>) and add it to your '''running total'''. If you rolled anything other than the maximum, or your maximum is 1, skip to {{Qud text|&amp;gStep 1c|unbolded}}.
: {{Qud text|&amp;GStep 1b}} - Roll another '''singlet die''' and add it to your '''running total'''. Then, subtract 1 from your '''running total'''. If you rolled the maximum again, repeat this step.
: {{Qud text|&amp;GStep 1c}} - Add your '''running total''' to your '''PV'''. If the result is equal to or greater than the target's '''defence''', mark 1 '''penetration'''. Otherwise, don't mark a penetration.
: {{Qud text|&amp;GStep 1d}} - Repeat from {{Qud text|&amp;gStep 1|unbolded}} if this is not your last '''singlet die'''. Once you are done, total your '''penetrations'''.
{{Qud text|&amp;GStep 2}} - Determine the result of the penetrations by referring to the specific ability. For example, if you are attempting to [[Proselytize]], you succeed if you marked at least 1 penetration.


==References==
==References==
<references/>
<references/>
[[Category:Battle Mechanics]]
[[Category:Battle Mechanics]]

Latest revision as of 00:54, 22 December 2024

PV or Penetration Value or is a value assigned to all penetrating attacks (including weapons, and some mutations and abilities) and plays a key part in damage calculation during attacking.

A penetration is typically a single application of an attack's damage dice against the target. One attack might result in multiple penetrations, multiplying the attack's damage dice accordingly. In game, penetrations are noted in the message log as a parenthetical multiplier after the damage, such as (x2) or (x5).

While the full calculations behind penetration are complex, a key takeaway is that every two points of the attacker's PV will, on average, increase the attack's damage multiplier by one, while every two points of the defender's AV will reduce it by one.

Background

There are two components to an attack.

  • The first component is the hit. If an attacker's to-hit roll (heavily influenced by Agility) succeeds, the attack hits and applies on-hit effects.
  • The second component is penetration. If an attacker's penetration roll (heavily influenced by Strength) succeeds, the attack penetrates and deals damage, and can also apply on-penetration effects (such as the stat-draining effect of a life sap or stat sap).

For more general information about attacking, refer to the relevant combat mechanics page:

How PV Is Displayed in Weapons

A weapon's PV is displayed in game in one of the following ways.

Weapon Type Display Format Example Notes
Melee X
  • X is the strength-modified PV of a melee weapon. This value changes if your strength changes.
    (4 + strength modifier for one-handed weapons, or 5 + strength modifier for two-handed weapons).
  • Y is the maximum achievable PV for this melee weapon. PV will be capped at this value regardless of your strength modifier. This maximum achievable PV shows up in game only if you've turned on the "Display detailed weapon penetration and damage in name" option.
  • represents vibro penetration, which automatically sets penetration equal to the target's AV, or MA for psionic weapons.
X/Y
Missile
(non-bow)
X
  • X is the intrinsic PV of a non-bow missile weapon - non-bow missile weapon PV cannot be modified by ammo, strength, or other attributes.
  • represents that after a successful penetration, the projectile will continue its path, attempting to attack anything it strikes until it reaches the end of the zone.
X
Missile
(bow)
X
  • X is the base PV of a bow. This can be modified by the ammo loaded in the bow. In the case of compound bows and turbows, it can also be modified by the wielder's strength. As of 2.0.204.101, the display PV for these bows appears to not be accurate.
Thrown X
  • X is the maximum achievable PV for this thrown weapon. (similar to Y for melee weapons)
  • The actual PV of a thrown weapon will be 5 + your strength modifier. This value is not displayed in game.

Note that the descriptions above apply only to the value that is displayed in the game UI. For the purposes of actual PV calculations, as described in the sections below, the game subtracts 4 from the values that are shown in the UI. So, for example, the fullerite maul pictured above has a penetration value of 2 for the purposes of all in-game calculations. (vibro weapons are an exception to this rule.)

Melee Weapon PV Calculation

The PV of melee weapons is calculated as the follows:

  • Base PV,
    • For non-vibro weapons, the base penetration bonus is equal to the weapon penetration value shown on the equipment screen in-game, minus 4. For example, if the weapon shows 7, your base penetration bonus is 3. Typically this bonus is the same as your strength modifier (or your strength modifier + 1 for two-handed weapons), but it can be capped to a lower value depending on the weapon.
    • For vibro weapons, the base penetration bonus is always equal to the defender's AV, or MA for psionic weapons.
  • +1 bonus PV if the weapon has the Sharp modification,
  • +4 bonus PV if the enemy is asleep,
  • +1 bonus PV to swarmer attackers for each additional swarmer enemy that surrounds their opponent,
  • and additional bonus PV from the Charge, Lunge, Long Blade Proficiency, Improved Aggressive Stance, Shank, or Slam skills as applicable.

A critical hit is guaranteed one penetration regardless of PV if the source of the critical hit is the player character.[1]

Ranged Weapon PV Calculation (Non-Bows)

Ranged weapon PV is determined by the PV of the gun itself. The PV of the bullet does not matter and remains static no matter what ammo is loaded into the gun.

Critical hits on ranged weapons add a flat +2 PV to the shot, increased to +4 if the weapon is a pistol and the user has Dead Shot.

Ranged Weapon PV Calculation (Bows)

A bow's base PV is determined by the PV of the arrow loaded into the bow. The compound bow also has the effect of adding the wielder's strength modifier to the penetration value. The turbow adds +4 PV to the shot and then adds the wielder's strength modifier to the penetration value.

Thrown Weapon PV Calculation

Thrown weapon PV is calculated as follows:

  1. Start with a base penetration of 5.
  2. Add the thrower's Strength Modifier, up to but not exceeding the PV () value shown on the thrown item in game.
    • A negative strength modifier cannot reduce this value below 5 for thrown weapons.
    • Objects that aren't explicitly thrown weapons have a maximum PV value of 6.
  3. Minus 4 from the calculated total
    • Similar to melee weapons, the thrown weapon PV used for internal calculations is always 4 lower than what is displayed in game.

Penetration Formula for Damage

Step 1 - Roll the singlet dice plus the attacker's PV against the defender's defence (typically AV or MA) 3 times (let's call this a triplet):

Step 1a - Each individual roll within the triplet works as follows (let's call each roll a singlet):
Step 1a.i - Roll 1d10-2 (the typical singlet dice used). Each time that the maximum result (in this case, 8) is rolled, perform the singlet dice roll again and continue adding the results together.
Step 1a.ii - Calculate the maximum possible PV (the modifier used without any caps applied, such as what the attacker's PV would be without a Strength bonus cap on their weapon). In cases where the PV is displayed, reduce it to the internal PV of the attack (what is displayed minus 4) if it is greater. Add this value to the roll calculated in Step 1a.i.
Step 1a.iii - Note whether the total result from Step 1a.ii is greater than the target's defence.
Step 1b - If at least one singlet roll was greater than the target's defence, the attack penetrates one time (or one more time if this is a subsequent triplet). If all three singlet rolls were greater than the target's defence, reduce the maximum possible PV by 2, return to Step 1, and perform another triplet of rolls to determine if the attack penetrates an additional time. (Continue this loop, reducing maximum possible PV by 2 each time, until at least one singlet fails to roll higher than the target's defence.)

In summary, the attack penetrates and deals damage equal to its damage dice once for each triplet of rolls where at least one singlet was higher than the target's defence[2]).

If all three rolls in the first triplet are equal to or lower than the target's defence, the attack fails to penetrate at all.

Penetration vs. AV Chart

The following chart shows the chances to penetrate against a creature depending on the relative value of attacker's PV versus the target's AV. Keep in mind that this chart corresponds to the internal PV value of a weapon. For example, the internal PV of a 7 weapon is 3, so a 7 weapon versus a creature with ♦2 would correspond to the +1 PV column of this chart. Similarly, the internal PV of a 4 weapon is 0, so a 4 weapon versus a creature with ♦4 would correspond to the -4 PV column of this chart.

In other words, when using this chart, assume the weapon has 4 less penetration than shown in the game UI.

Once your PV equals or exceeds the target's AV, each +2 extra PV will ensure one additional penetration against the target.

-6 PV -5 PV -4 PV -3 PV -2 PV -1 PV PV == AV +1 PV +2 PV +3 PV +4 PV +5 PV +6 PV +7 PV +8 PV +9 PV +10 PV +11 PV +12 PV
At Least 1 Penetration 48.8% 65.7% 78.4% 87.5% 93.6% 97.3% 99.2% 99.9% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%
At Least 2 Penetrations 0.2% 0.7% 3.1% 8.2% 16.9% 30.0% 47.9% 70.9% 99.2% 99.9% 100% 100% 100% 100% 100% 100% 100% 100% 100%
At Least 3 Penetrations < 0.001% < 0.001% 0.01% 0.09% 0.7% 2.8% 8.7% 21.9% 47.9% 70.9% 99.2% 99.9% 100% 100% 100% 100% 100% 100% 100%
At Least 4 Penetrations < 0.001% < 0.001% < 0.001% < 0.001% 0.002% 0.03% 0.3% 2.1% 8.7% 21.9% 47.9% 70.9% 99.2% 99.9% 100% 100% 100% 100% 100%
At Least 5 Penetrations < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% 0.02% 0.3% 2.1% 8.7% 21.9% 47.9% 70.9% 99.2% 99.9% 100% 100% 100%
At Least 6 Penetrations < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% < 0.001% 0.02% 0.3% 2.1% 8.7% 21.9% 47.9% 70.9% 99.2% 99.9% 100%
Average # Of Penetrations 0.5 0.664 0.815 0.958 1.112 1.301 1.561 1.948 2.561 2.948 3.561 3.948 4.561 4.948 5.561 5.948 6.561 6.948 7.561

Penetrating Successes

Penetrating successes[3] are a similar concept, used for a variety of conditions (typically mental attacks like Sunder Mind or Proselytize). The singlet dice and defence used will depend on the ability.

To calculate the result of penetrating successes:

Step 1 - Roll the singlet dice plus the attacker's PV against the defender's defence (often MA). Split the singlet dice up so that you are only rolling 1dx at a time, which we will call a singlet die, (e.g. 3d4 becomes 3 separate 1d4 singlet die) and repeat the following process for each of them:

Step 1a - Roll your singlet die (1dx) and add it to your running total. If you rolled anything other than the maximum, or your maximum is 1, skip to Step 1c.
Step 1b - Roll another singlet die and add it to your running total. Then, subtract 1 from your running total. If you rolled the maximum again, repeat this step.
Step 1c - Add your running total to your PV. If the result is equal to or greater than the target's defence, mark 1 penetration. Otherwise, don't mark a penetration.
Step 1d - Repeat from Step 1 if this is not your last singlet die. Once you are done, total your penetrations.

Step 2 - Determine the result of the penetrations by referring to the specific ability. For example, if you are attempting to Proselytize, you succeed if you marked at least 1 penetration.

References

  1. XRL.World.Parts.Combat, method FireEvent, in the "MeleeAttackWithWeapon" case
  2. XRL.Rules.Stat, method RollDamagePenetrations
  3. XRL.World.Parts.Stat, method RollPenetratingSuccess