Topic: Noob questions about skill stats ACC, DMG , etc..

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This topic contains 14 replies, has 9 voices, and was last updated by  uzyry 4 months, 1 week ago.

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  • #10166

    ttuskey
    Participant

    Hi, first time poster here.
    I know this is probably very easy for most of you to understand but I’m having problems understanding exactly the effects some of the stats on skill have.
    I know that being clear on this is key to the game, so I’d like some enlightenment 🙂
    First off, what does the ACC base listed on a skill do? One may say 85%, one 90%, one 100%, etc..

    These skills, for example:
    Zealous Accusation (Crusader skill): Ranged, ACC base 95, DMG mod -40%, crit mod +3%. Does the damage mod -40% basically mean that if I use this, my DMG skill is reduced by 40% for that attack, and my crit gets a 3% boost?
    Stunning Blow (also Crusader) Melee, ACC base 85, DMG mod -67%. Target: stun Base 100%. Again, when using this skill my base damage is reduced by 67%? (If so, why would I use it). What does the Stun Base 100% mean? How does that factor in against a monster who has, say, a 95% chance to resist stun? Does that mean that I have a 5% chance to stun the mob?
    There was another, -100% dmg, 100 stun base. So I cast it, did 1 damage (I guess when you have a -100% dmg you get a token 1 dmg if you land it) and he RESISTED the stun. He had a 10% stun resist, so that’s just the luck on the RNG? The monster basically passed a saving roll on my 100% vs. his 10%?

    And another: I’m rerunning the intro again just to check things out, an here’s a simple example:
    Two mods, one is Dodge 0, speed 1. The other is Dodge 7 speed 5. Where do those factor in to combat?
    Any tips for this kind of thing would be greatly appreciated. Great game!

    #10188

    Hockey85
    Participant

    -Zealous Accusation (Crusader skill): Ranged, ACC base 95, DMG mod -40%, crit mod +3%. Does the damage mod -40% basically mean that if I use this, my DMG skill is reduced by 40% for that attack, and my crit gets a 3% boost?
    Your hero has a set amount of damage he can deal on a given spell or attack. Since this is an aoe ability, it will do reduced damage but hit multiple targets. Most abilities that have extra effects have the base damage lowered to compensate. The same is true with stunning blow, you would use it not to do massive damage, but to stun….if you want to do 100% damage use smite. The stun base is how effective the chance to stun is provided it hits plus the factoring in of the enemies stun resist.

    The entire game is a roll of the dice. All you can do is select an ability, mouse over the target, and decide if the numbers make it worth the attempt.

    #10190

    brimsurfer
    Participant

    ACC is accuracy, determines your chance to hit or miss an enemy with an attack or skill

    Dodge determines your chance to avoid or sidestep (so to speak) an enemies attack.

    Speed plays a part in determining, how often will you get your turns.

    Thats what I have figured out so far. However, someone more knowledgeable may add to this explanation further.

    #10195
    Bobje02
    Bobje02
    Participant

    * ACC = accuracy. 80ACC means you have a base chance of 80% to hit the target (not keeping in account modifiers the target might have)
    * -40% mod means you only do 60% of the base damage that is displayed for your weapon. For example: a weapon of 5 to 10 would do 3 to 6.
    This is usually to compensate something of the said attack: it has more crit, it attacks multiple targets, can target the back row, it bleeds, etc…
    * Stun base 100% means your skill has a base 100% chance of success. There are skills with higher stun bases. this is to negate any resists to stun the target has.

    for example: you use a 100% stun with -100% damage, 80ACC. First off: you need to hit the target (read: connect). Let’s say your weapon has a base of 5ACC. that means your stun will have a 85% chance of connecting (assuming the mob has 0 dodge, etc…). If not it’ll show a dodge
    After connecting, your stun has a base 100% chance of working. If the target has 20 stun resist, you substract that 20 off your 100 –> 80% chance for the stun to succeed. if it fails, it’ll read “resists”, but you’ll still get the damage component of the hit.

    In your example: the mob got the lucky 1 out of 10.

    Dodge helps you evade everything. 10 dodge means you have a base 10% chance to evade what is being thrown at you. (if you have a total 110ACC for an attack, and the target has 10dodge, you should still always hit. (unless I’m totally forgetting about another avoidance stat, or an implemented 1% baseline miss or the likes))
    Keep in mind: a spell is always a connect component, and a resist component calculation. A hit is similar, but with defense instead of resists.

    Speed is more tricky. During each turn, each character gets typically 1 “go”. The speeds helps determining which character goes first. As far as I can tell, Speed makes a difference, but not as much as I’d like it to.
    there’s a random variable being added to the speed value… then the mobs and your chars are put in a “roster” of order. I don’t know the variety of the random number. My guess it’s something like 0-9 or so.
    I don’t think a truckload of speed allows your character a second “go” during a turn. I have’t stacked it for testing – yet 🙂

    Good luck!

    #81518
    Hawawark
    Hawawark
    Participant

    Hi everyone !

    First of all, I’m sorry for the excavation of this old topic. I’m new to Darkest Dungeon (just deplored my first Lvl 3 Highwayman death, still in mourning at the moment 😛 ) and so on this forum.
    I just had some noob questions about the game mechanics, like : what is the actual impact of a character’s own ACC stat ?

    I understood that the hitting chance was ACC Skill – ACC mod – Enemy DODGE, but why is there an ACC stat on the character stat list ? For example, as I don’t have the real numbers in mind, my Crusader has 95 of base ACC, and one of his spell has 85 of ACC. Is this 95 ACC usefull in any way as the calculation is made on the spell ACC ?

    And also, what is the difference between PROT and DODGE ? DODGE is for hitting avoidance calulcation and PROT for damage reduction ?

    Thanks in advance for your help ! 🙂

    #81519

    Root
    Participant

    For DODGE and ACC
    (If I’m not mistaken….)

    The total chance to hit is:
    (Attack Accuracy + Attackers ACC + d100) vs. (Defenders Dodge + 100)

    So an attack with 80 accuracy, on a hero with +10 ACC, versus an enemy with 5 Dodge is 90 + % v 105, meaning you have 85% chance to hit.

    Hope that makes sense. Generally, every point of ACC is an additional percent chance for all your attacks to hit, and every point of Dodge is the defensive twin.

    Prot, from what I’ve read on a dev post (though this might be old) is a multiplier applied to your health that results in damage reduction, not flat damage reduction.

    For example, a Man-At-Arms with 40 HP and 10% Prot will chip 4 damage off any attack he’s struck with. This means that he’ll largely ignore most chip attacks and shrug off weaker blows, but will still get crushed under heavy critical attacks.

    Edit: Ignore that last bit, apparently Prot is now a straight-up damage reduction effect.
    (Although I’m curious as to what causes the occasional 0 Damage effects I see if the effect is supposed to be rounded up.)

    #81520
    zehren
    zehren
    Participant

    Hi everyone !

    First of all, I’m sorry for the excavation of this old topic. I’m new to Darkest Dungeon (just deplored my first Lvl 3 Highwayman death, still in mourning at the moment 😛 ) and so on this forum.
    I just had some noob questions about the game mechanics, like : what is the actual impact of a character’s own ACC stat ?

    I understood that the hitting chance was ACC Skill – ACC mod – Enemy DODGE, but why is there an ACC stat on the character stat list ? For example, as I don’t have the real numbers in mind, my Crusader has 95 of base ACC, and one of his spell has 85 of ACC. Is this 95 ACC usefull in any way as the calculation is made on the spell ACC ?

    And also, what is the difference between PROT and DODGE ? DODGE is for hitting avoidance calulcation and PROT for damade reduction ?

    Thanks in advance for your help !

    Hello there, fellow delver!

    I honestly don’t know why they show you the accuracy of character’s last used skill. Probably, it is just a leftover of previous interface which everybody forgot about. You can remind the devs about it here, if you want to – the topic is very new and hot atm.

    Yes, you’ve got it right. Dodge decreases chance to hit you, and protection decreases damage done.

    #81527
    Hawawark
    Hawawark
    Participant

    Thank you both for your quick answer !! 🙂

    The total chance to hit is:
    (Attack Accuracy + Attackers ACC + d100) vs. (Defenders Dodge + 100)

    So an attack with 80 accuracy, on a hero with +10 ACC, versus an enemy with 5 Dodge is 90 + % v 105, meaning you have 85% chance to hit.

    Root, when you mention “Attacker’s ACC”, it’s the ACC mod of the character ?
    So the ACC written in the character caracteristics list seems to be indeed useless..

    #81530

    Root
    Participant

    What exactly do you mean by the ‘ACC Mod’ of the character? As far as I would imagine, the ACC on their stats sheet IS their ACC mod. This stat can be increased/decreased by buffs or debuffs, as with other stats. A character with 5 ACC on their sheet, who has a Man-At-Arms shout commands at them and give them +10 ACC, then temporarily has 15 ACC, which means an attack with 90 Accuracy now has 105% accuracy (which, if you’ve been keeping up, you’ll know isn’t the same as a guarantee to hit).

    Each attack has a base accuracy, to which is added your characters total ‘ACC’ stat, which is the result of their ‘Characteristic’ ACC, any modifiers from traits, etc.

    Similarly, effects can temporarily reduce your characters DODGE stat, which would reduce their DODGE as it is on their sheet to a new number, which would then be used in the formula.

    #81536
    Hawawark
    Hawawark
    Participant

    By “ACC Mod” I mean the +10 ACC buff you are talking about.
    So that’s why I don’t get why my character has a “ACC 90” written on his stats sheet (to be totally clear, the one at the bottom left of the screen, under HP and Stress), and then the spell I want to cast has an ACC of 85. How does this “ACC 90” influences the final hit calculation of the spell ?

    Sorry if I’m not clear, I would have made some screenshots but I’m at work ^^’

    #81537
    zehren
    zehren
    Participant

    By “ACC Mod” I mean the +10 ACC buff you are talking about.
    So that’s why I don’t get why my character has a “ACC 90” written on his stats sheet (to be totally clear, the one at the bottom left of the screen, under HP and Stress), and then the spell I want to cast has an ACC of 85. How does this “ACC 90” influences the final hit calculation of the spell ?

    It shows “ACC 90” because your skill with 85 ACC receives +5 ACC from somewhere – trinkets, quirks or buffs.

    It shows total ACC of last used skill, not base ACC of last used skill.

    #81548
    Hawawark
    Hawawark
    Participant

    Okay thanks I got it now ! 🙂
    I made several dungeons and checked this, thank you very much !!

    #81566
    Eos
    Eos
    Participant

    Characters don’t have innate accuracy. The only contributors to accuracy are the used skills, trinkets, buffs, diseases and quirks. So an attack roll goes like this:

    Base accuracy of the used skill + accuracy bonuses from the above mentioned sources – dodge rating of the enemy = chance to hit

    It’s pretty straight forward. If you have a skill with 100 base accuracy and buffs/trinkets that give you 20 bonus accuracy and your target has 40 dodge, you get:

    100 base accuracy + 20 accuracy form other sources – 40 dodge = 80% chance to hit.

    So you hit 8 out of 10 times.

    Damage is the same, so are other effects and resistances. You take the base amount from the skill, increase/decrease them by whatever you get from trinkets/buffs/diseases/quirks, subtract the enemy’s dodge/resistance/protection/whatever from it and then you get your end result.

    #81588
    Hawawark
    Hawawark
    Participant

    Thank you Eos !
    Indeed the calculation is quite logical now that I understand it clearly ! And I didn’t see the display of the % of hitting chance when overlaying the monster with a spell selected.

    Okay let’s go back in the mud, no excuses left ^^’

    #247331

    uzyry
    Participant
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