Damage Calculation Question

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
Holloweyee
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Damage Calculation Question

Unread postby Holloweyee » 18 Oct 2010, 11:33

Some questions that have been on my mind..

1. How do Might increase the damage? (How much will one point of might increase the damage / attack)


2. How do the Attack increase the damage? I guess just add the attack on the randomized damage right? example:
Attack: +2
Damage: 1-9

Lets say I get 5 then add +2 on the 5 so it would be 7 damage.. So it would do 7 damage to the creature if it had no armor class...?

3. Is the damage calculation for ranged and melee different if "yes" whats the difference?

4. How do Armor Class reduce the damage?

Thanks alot :)
Last edited by Holloweyee on 18 Oct 2010, 20:40, edited 1 time in total.

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Rune_Caster
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Unread postby Rune_Caster » 18 Oct 2010, 13:17

https://sites.google.com/site/sergroj/mm/mechanics

Not exactly...

My Scrcerer has 5 str and a Shadow Dagger

His base damage is 2-4 + 3 but because his str is so poor he gets - 4 damage...

So it is displayed in might and magic 6 as + 9 Hit 1-3 damage

My Cleric has 5 str and a Spiked Club

Her base damage is 1-3 + 3 but because her str she gets - 4 damage too...

So it is displayed in might and magic 6 as + 8 Hit and 1-2 damage

My Sorcerer and Cleric need to have a str of 13 before they can do normal damage...

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Unread postby Holloweyee » 18 Oct 2010, 13:29

Rune_Caster wrote:https://sites.google.com/site/sergroj/mm/mechanics

Not exactly...

My Scrcerer has 5 str and a Shadow Dagger

His base damage is 2-4 + 3 but because his str is so poor he gets - 4 damage...

So it is displayed in might and magic 6 as + 9 Hit 1-3 damage

My Cleric has 5 str and a Spiked Club

Her base damage is 1-3 + 3 but because her str she gets - 4 damage too...

So it is displayed in might and magic 6 as + 8 Hit and 1-2 damage

My Sorcerer and Cleric need to have a str of 13 before they can do normal damage...
This is weird...

(2-4) + 3 = (5-7)
(5-7) - 4 (Might) = (1-3) that would never become 4 damage... Maybe damage is added depending on the class?

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Qurqirish Dragon
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Unread postby Qurqirish Dragon » 18 Oct 2010, 14:27

All stats in the Might and Magic games are bracketed. This is easier to see in M&M's 3 through 5, where they gave adjectives are each level. Each boost of a level in a stat gives a +1 modifier to related skills. I seem to recall that the brackets were something like:
0 is minimum
1-3 = -5 modifier
4-5 = -4 modifier
6-7 = -3 modifier
8-9 = -2 modifier
10 = -1 modifier
11 = no modifier
12 = +1 modifier
13-14 = +2
15-16 = +3
17-18 = +4
19-20 = +5
21-25 = +6
Above 25, the brackets start getting progressively wider (I believe, for example, that 150-200 all have the same modifier)
Now, for weapon damage, you used the strength modifier. For other actions you use the appropriate stat. Some abilities work with multiples of the modifiers- but those should be listed in the skill description- particularly in M&Ms from 6 on, where there were basic/expert/master/grandmaster levels of skills which often did x1/x2/x3/x5 modifier.
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Rune_Caster
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Unread postby Rune_Caster » 18 Oct 2010, 18:20

If you have zero stats resting is fatal I believe, I know for a fact in might and magic 3 - 5 anytime a stat reaches zero at 5 am that character will die automatically...

I think this is also true in might and magic 6 and 7 after a set amout of time passes after your last rest...

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Macros the Black
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Unread postby Macros the Black » 18 Oct 2010, 18:36

It should be obvious if you read the link Rune_Caster posted, but attack is basically your chance to hit, it doesn't add damage. And armor class is your chance to avoid an attack, and it doesn't substract damage. Enemies (but not player characters) can have physical resistance, however, which does actually subtract (incrementally) damage from the attack.

Might increases (or decreases below 11) damage.
Accuracy increases (or decreases below 11) attack (= chance to hit/penetrate).
Speed increases (or decreases below 11) armor class (= chance to avoid getting hit), as well as decreasing (or increasing below 11) recovery time. Btw, recovery time does nothing for spells, it only helps for actually attacks.
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