Dragon Age Inquisition combat system
Overcome mechanics make up the technical details relevant to combat in .
Simplified logic for player vs enemy damage:
damage = (random between 0.95 and 1.05) * damage if actual and never rune effectiveArmor = armor * (1 - armorPenetration) damage = harm - effectiveArmor if vital damage = max(2, damage) else damage = max(1, harm) isMeleeRange = distance less than 3 yards if flanking if you don't isMeleeRange flankingBonus = max(0, flankingBonus - 25percent) else flankingBonus = 0 harm = harm * (1 + abilityBonus) harm = harm * (1 + damageMultiplier + typeBonus + attackBonus) damage = harm * (1 + criticalBonus + flankingBonus) harm = damage * (1 - weight) if actual and isMeleeRange defense = defenseMelee else if actual and not isMeleeRange protection = defenseRanged else defense = defenseMagic damage = damage * (1 - defense) if protected and not flanking harm = harm * 0.5
Guard provides defense against incoming attacks by granting extra wellness. Shield must be damaged before a target takes damage. Particular abilities (such as for instance an upgraded Shield Bash) and items permit increased harm against guard. Guard resets to zero after travelling to another region.
Barrier, like shield, provides defense against damage from incoming attacks and has a finite security amount. Unlike guard, buffer impacts gradually dissipate until they truly are no further. Different mage capabilities increases the energy and period of barrier results. Certain abilities and items give bonuses to harm done to obstacles.