Alright kiddies, there's been occasional spots of confusion or inconsistency with math strings over the course of the quest, so we in the Workshop have decided to make an official explanation for this stuff. Buckle up folks, 'cause it's time for:
LDj's Combat Math Extravaganza!
Okay so first off,
What is Combat Math?
Well, to put it simply it's all those little strings of numbers and dice that sometimes pop up in updates that involve, you guessed it, combat.
Now, to break it down for you, combat math generally has three sections:
- Offensive String
- Defensive String
- Final String
Offensive String:
The Offensive String is where the power of an attack is calculated. The number of possible modifiers that can go in this String is theoretically limitless, but in practice you generally only get a few Situational Modifiers and Weapon Abilities, along with the two numbers that you will basically always see. What are the numbers, you ask? They're
Base Damage and
Magic Modifier.
Base Damage is how much damage your attacks deal, well, at base. Take, for instance, Magical Girl Sparkle. Sparkle's Magical Girl weapon is a stick, the Magic Stick. The Magic Stick, at base, deals 50 damage.
Next, Magic Modifier is how much magical enhancement is put into a given attack, represented by a die roll on a die with a number of faces equal to one's MM. In our example, Sparkle has an MM of 50, and for the sake of simple math we'll assume she rolled a natural 50.
After that there are Ability Modifiers, which source from either Personal Abilities belonging to a combatant, or Weapon Abilities tied to the attack in use. Magical Girl Sparkle doesn't have any Ability Modifiers in play right now, but don't worry, we'll come back to this later.
And finally, we have Situational Modifiers, such as how the demon Sparkle is smacking with her stick left himself wide open. Situational Modifiers run the gamut from little things like a +5 here or a -10 there, to several-digit monsters used to indicate that yes, you did just run over that guy's face with a freight train, and no, he was not prepared.
Put all of these things together, and we get our first Offensive String:
Magic Stick: 50 Base Damage, +50 Dice, +10 Opening= 110 Total Damage
Now, if you've been following along you should be able to tell me what each of those numbers corresponds to, but if you can't, the answer is
Base Damage, Magic Modifier, and a Situational Modifier, respectively. That final number that says "total damage"? That there is what we'll henceforth be referring to as an
Offensive Total.
As a side note, Offensive Strings always start with the name of the weapon or spell they correspond to, so you know who's doing what.
Defensive String:
The Defensive String is the Offensive String's opposite number: While the Offensive String is there to calculate how well one
attacks, the Defensive String is there to calculate how well one
takes an attack.
The Defensive String has almost all the same modifiers that the Offensive String does, like MM, Abilities, and Situational Modifiers,
but rather than Base Damage we have
Base Resilience.
Base Resilience is, as its name might imply, the measure of how tough you are, be it through immense and terrible mystic power, or just having really hard abs.
Now in our example, Mr. Demon is kinda dumb and not very magical, so he has a Magic Modifier of 0,
but he never ever skips gym day, so in addition to being able to use his torso as an impromptu cheese grater, he has a Base Resilience of 100.
And so, our Defensive String looks like this:
Mr. Demon: 100 Base Resilience, +0 Dice, -10 Distracted = 90 Damage Reduction
That final number there is what we'll call a
Defensive Total from here on out.
Now, before we move on to the next String, some of you may notice that the Situational Modifier of being open isn't listed here. That's because it was an Offensive modifier for Sparkle, and as a
general rule (though not an absolute), Situational Modifiers don't apply twice to different Strings. However, you'll
also notice that -10 for Distraction, which was the
reason he was open in the first place.
Final String:
And now we have the Final String. The Final String is where we take our Offensive Total and our Defensive Total, and subtract the latter from the former to get our
Total End Damage, which is then subtracted from the target's
Health.
Health (abbreviated as HP because reasons) is the measure of how much damage you can take before you go down. Depending on the context of a fight, hitting 0 health can do different things. In a sparring match it might knock you out, and in a gunfight it might give the wall behind you a new coat of paint.
The Final String generally looks something like this:
20 Total End Damage
Mr. Demon: 500 - 20 = 480 Remaining
But, sometimes, another modifier will come into play. Any modifier that affects the Final String will
always be an Ability Modifier. For instance, if Magical Girl Sparkle spent all her EXP to buy an ability that doubled her
End Damage against Evil enemies like Mr. Demon, it would look like this:
20 Total End Damage
Sparkle Power: x2
40 Final End Damage
Mr. Demon: 500 - 40 = 460 Remaining
And that's the Final String. Putting it all together, Magical Girl Sparkle's turn looks like this:
Magic Stick: 50 Base Damage, +50 Dice, +10 Opening= 110 Total Damage
Mr. Demon: 100 Base Resilience, +0 Dice, -10 Distracted = 90 Damage Reduction
20 Total End Damage
Sparkle Power: x2
40 Final End Damage
Mr. Demon: 500 - 40 = 460 Remaining
Side note: in the event Conditional Modifiers that key off End Damage come into conflict, the Defensive ability will proc first, and, if that renders the Offensive ability moot, negate the Offensive one.
And that wraps up the basics.
Now we move on to the complex stuff. First off, a topic delayed earlier and the
main source of complexity in the system:
Ability Modifiers:
Ability Modifiers are... honestly a pain at times. There are
so many of them, and
so many things they can do. Ability Modifiers come in two types:
Personal Abilities and
Weapon Abilities.
Personal Abilities are those listed in the "Abilities" tab of one's Character Sheet. Things like Flight are good examples, but the expanse of what's possible with Personal Abilities is limited almost exclusively by the imagination of the person writing the sheet.
Weapon Abilities are the things listed on the "Ability" line in the description of the relevant weapon. (Although the term "weapon abilities" is something of a misnomer, as they can also apply to spells.)
Unlike Personal Abilities, Weapon Abilities aren't defined within the text of the character sheet itself, and instead we have an
external reference for them because, as a cursory glance will reveal, the full list of defined Weapon Abilities is
far too long for most people to remember off the tops of their heads.
Intercept:
Intercept is an Ability that can be found in either category of Ability Modifiers, and possesses a few variants. At base, however, it causes an
Intercept Conflict, wherein you compare Offensive Strings, and whoever has the higher Offensive Total wins, and treats the other guy's String as a Defensive String to solve for End Damage, or rather,
Intercept Damage. Intercept Damage is then used as Base Damage for
another Offensive String against the loser's regular Defensive String, and combat resolves normally from there.
Sub-strings:
Occasionally, an Ability Modifier will key off the total of a String, but for some reason can't be included in the string itself, or the subsequent string. In these cases, it prompts a Sub-string for application of the modifier, placed between the String whose Total it is modifying and the subsequent String.
Multipliers and O-Ops:
Now, in the course of applying the various modifiers to the relevant Strings, you'll encounter four relevant symbols. Listed, they are:
- + (Additive)
- - (Subtractive)
- % (Percentage)
- x (Multiplier)
Take special note of that last one, it's funky.
Additives and Subtractives are fairly simple; you simply add or subtract the relevant number from your current subtotal of the String in question as you follow the Order of Operations, or O-Ops for short. We'll cover that in a bit more detail momentarily.
The next Modifier Symbol we have is a Percentage. Percentages are almost always part of Ability Modifiers, and never show up explicitly in the Offensive or Defensive Strings. Where Additives or Subtractives are flat number changes like +10 or -5, Percentages scale proportionately to something. However, they're calculated before addition to a String and applied as an Additive or Subtractive. The exception here is the Final String, where Percentages can appear as explicit modifiers, but they're always supposed to be paired with an Additive or Subtractive to indicate whether they're an increase or a reduction.
And finally, the Multiplier, the odd duck out. Multipliers, uniquely, are not a flat bonus, but instead affect the entire subtotal of the entire String. For example, in Magical Girl Sparkle's Offensive String above, a damage bonus of 100% would be represented as a +50 for an Offensive Total of 160, while a x2 Multiplier would double the entire Offensive Total for a result of 220.
It's important to note that Multipliers in the same String apply to each-other additively (lowercase "a", not to be confused with Additive Modifiers), so Multipliers of a x2 and one of x3 in the same String would result in a final Multiplier of x5, not x6. However, if the Multiplier(s) in question apply on separate strings in the same calculation, it can become self-compounding.
Divisors also exist, but don't get a symbol because it's not standard on English keyboards, and they're pretty rare besides. Due to the lack of the symbol, Divisors generally prompt Sub-strings where they come into play. Otherwise, they function identically to Multipliers, just in the opposite direction.
Now, as far as O-Ops goes, for the Offensive and Defensive Strings, always read Left to Right, while for the Final String, if there are any modifiers they apply from Top to Bottom. It's important to note that Multipliers are always listed at the end of the O-Ops list, after all the Additives and Subtractives have been applied.
As a general note, whenever something results in a fraction, it's rounded to a whole number. Whether that's up or down depends on context; it rounds in whichever direction in most inconvenient to the protagonist.
Aaaand that about covers everything I think needs covering right now.