From Ex illis wiki
When an attack hits, it inflicts damage. This damage is represented by the number of Hit Points that the victim loses. If a warrior's total Hit Points reach 0, he/she is removed as a casualty. The amount of damage dealt takes into account various parameters depending on the nature of the attack. Most attacks, however, can be broken down into 3 major components:
- A Basic damage caused by the weapon or the spell;
- A Power modifier based on the attacker's and victim's stats;
- A mitigation factor based on Armour or a similar resistance.
Finally, the damage is modulated by more or less 20% to represent all the small things that can happen when a blow is dealt: a piece of metal lodging itself between two ribs, a blade getting caught in an enemy’s armour strap, etc.
The damage calculation’s main value is the attacker’s Weapon Damage. This value determines the whole damage basis which is then multiplied by an Asymptotic Ratio 2.5 between the aggressor’s Strength and the victim’s Toughness. For example:
- Raw damage = Weapon damage X AR 2.5 (Strength / Toughness)
- Raw damage= 35 X AR 2.5 (21 / 22)
- Raw damage = 35 X AR 2.5 (0.94)
- Raw damage = 35 X 0.96
- Raw damage = 33.6
Toughness is an excellent protection which, unlike Armour, is not affected by piercing weapons. In the best case, it enables the unit to absorb more than two thirds of the hit. As for Strength, it can cause up to 250% of standard damage against weak units. The Strength/Toughness aspect is decisive in the Raw damage result.
To calculate the precise damage, we take the Raw damage to which we add the victim’s Armour. Armour does not help avoiding hits but it reduces the damage if the target is hit. Armour also follows a modified asymptotic ratio against the attacker’s Armour Piercing value. In the example above, we would therefore calculate it as follows:
- Final damage = Raw damage X AR(Armour Piercing value / Victim’s Armour)
- Final damage = 33.6 X AR 2.5 (28 / 40)
- Final damage = 33.6 X AR 2.5 (0.7)
- Final damage = 33.6 X 0.81
- Final damage = 27.2
Here, we can see that despite the Franc Chevaler's armour, the Billman could deal almost 80% of damage thanks to his weapon’s weight. Please note that if the Armour Piercing value is higher than the Armour value, we simply use the Raw damage as Final damage since the armour does not absorb anything and the victim’s flesh is directly hit. By factoring the +/- 20% variation, the blow dealt by the Billman against the Franc Chevaler will deal between 22 and 33 damage.
- Heavily armoured warriors are rarely the most agile ones and tend to tire faster than others. However, they can take several hits before being killed in action. You will need heavy weapons to pierce these enemies’ armours.
- By playing on the attacker’s Strength against a victim’s Resistance and Armour, the damage can vary between 10% and 250%! It is therefore worthwhile to turn certain troops into defensive units to hold back the opponent while others take care of dealing damage.
Blocking a melee attack
If the defender rolls a Block during a melee attack, he/she still takes damage but part of it is absorbed by his/her shield. Be aware that since a little damage is still dealt, the warrior might die as he/she blocks. Nonetheless, the shield often offers a radical reduction of the damage inflicted which is not affected by the opponent’s Armour Piercing value and it gives a chance to counterattack.
The calculation of the damage dealt when the defender manages to block a hit with his shield is done by simply taking the Final damage and dividing it by the Shield value. Considering a Shield value of 3 with our Franc Chevaler, if he had blocked the Billman’s hit, the damage would have been the following:
Blocked damage = Final damage / Shield strength
Blocked damage = 27.2 / 3
Blocked damage = 9.1
Add to this the 20% damage randomization and you get a hit ranging from 7 to 11. There are several types of shields. The size and agility of the character wielding it determines the chances to Block successfully while the shield’s solidity determines its strength.
Ranged damage follows the same mechanics as melee damage, but the attacker's statistics are different. Instead of Strength, the attacker uses Shooting against the victim's Toughness to represent the power of the projectile.
Blocking a ranged attack
When targeted by a physical (arrow) or magical (Fire Bolt) projectile, each warrior wearing a shield has a chance to block the missile. If the missile is blocked, the defender does not take any damage.
The chances to block a missile are halved if the unit is in a melee.
Magical damage follows the same principle as physical damage but also uses its own statistic line. Each spell has its own spell power instead of a Weapon Damage statistic. The attacker's Magic power is compared to the defender's Elemental Resistance in an AR 2.5. The damage calculation can be described as such:
Final damage = Spell power X AR2.5 (Magic / Elemental Resistance)
Armour does not offer any protection against Magical damage. Spells are thus very effective at taking down heavily armoured foes. It is worth noting however that since Veil reduces Elemental Resistances, highly veiled units will take more damage from spells than others. As such, one of the best way to defeat a powerful enemy caster can be to use a caster of your own.