Penetration (PV): Difference between revisions

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(copying some stuff from melee combat over here, and corrected that the base 4 pv isn't actually in the calculation)
(The step by step process already had the correct formula and full information on how penetration works, so I removed the incorrect formula, and additionally fixed up the melee weapon PV calculation section by taking info from the melee combat article.)
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==Melee Weapon PV Calculation==
==Melee Weapon PV Calculation==


Melee weapons have a base PV of 4. The PV will increase by the creature's [[Strength]] [[modifier]] with an upper limit dictated by the weapon's bonus cap. Two handed weapons and the [[Sharp]] mod also increase base PV by 1. However, during penetration calculations, the base 4 PV is not calculated, making the 4 starting PV merely cosmetic. This means that a sword with 7 PV and a {{favilink|vibro blade}} (which PV matches AV) against a creature with 7 AV do not have the same PV value (in this case, the vibro blade has 4 more PV).
The PV of melee weapons is calculated as the follows:
* Base penetration bonus,
** 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]].
* +1 bonus penetration if the weapon has the [[Sharp]] modification,
* +4 bonus penetration if the enemy is [[asleep]],
* +1 bonus penetration 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.


A critical hit(natural 10) is guaranteed one penetration.
A [[Critical Hit|critical hit]] is guaranteed one penetration regardless of PV if the source of the critical hit is a player character.


==Ranged Weapon PV Calculation==
==Ranged Weapon PV Calculation==
{{missing info| is this the same for grenade launchers, thrown weapons, or bows?}}
Ranged weapon PV is determined by the PV of the gun itself. The PV of the bullet does not matter. Even if the weapon is a [[Compound bow|compound]] or [[Short bow|short bow]], all that is derived from the "bullet" is the damage value and the [[Boomrose arrow|effect]], if any; the PV remains static.
Ranged weapon PV is determined by the PV of the gun itself. The PV of the bullet does not matter.


Critical hits on ranged weapons add a flat +4 PV to the shot.
[[Critical Hit|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]].


==Penetration Formula==
==Penetration Formula==
{{missing info|This formula is close the actual formula, but isn't quite correct. Until this page gets updated, see the [[Melee combat]] article for a more accurate description of how PV rolls work.}}
To check how many times an attack penetrates, the game rolls the following value three times:
 
<math alt="Penetration Roll equals 1 d 10 plus PV">[\text{Penetration Roll}] = 1\mathrm{d}10 + PV</math>
 
Each roll is then compared to the target's AV.  If at least one roll is higher than the AV, the attack penetrates a single time.  Then, if all three rolls are higher than the AV, the whole process is repeated; this allows the attack to penetrate more than once.  However, each time this happens, the PV value is reduced by 2.
 
===Step by Step Process===
{{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 attacker's PV value against the defender's AV value 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>. 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.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}} - Add the attacker's PV value to the total 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 PV roll from {{Qud text|&amp;gStep 1a.ii|unbolded}} is greater than the target's AV.
: {{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 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.)''


In summary, the attack penetrates 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 AV. <ref><code>XRL.Rules.Stat.RollDamagePenetrations()</code></ref>


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 AV, the attack fails to penetrate at all.

Revision as of 17:17, 24 April 2020

This article has information that is missing or not up to par.
Reason: What is a critical hit's role in all of this? TODO: add probability calculation table for quick reference

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

Melee Weapon PV Calculation

The PV of melee weapons is calculated as the follows:

  • Base penetration bonus,
    • 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.
  • +1 bonus penetration if the weapon has the Sharp modification,
  • +4 bonus penetration if the enemy is asleep,
  • +1 bonus penetration 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.

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

Ranged Weapon PV Calculation

Ranged weapon PV is determined by the PV of the gun itself. The PV of the bullet does not matter. Even if the weapon is a compound or short bow, all that is derived from the "bullet" is the damage value and the effect, if any; the PV remains static.

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.

Penetration Formula

Step 1 - Roll the attacker's PV value against the defender's AV value 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. Each time that the maximum result of 8 is rolled, perform the 1d10-2 roll again and continue adding the results together.
Step 1a.ii - Add the attacker's PV value to the total roll calculated in Step 1a.i.
Step 1a.iii - Note whether the total PV roll from Step 1a.ii is greater than the target's AV.
Step 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 Step 1, 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.)

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. [1]

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.

References

  1. XRL.Rules.Stat.RollDamagePenetrations()