Damage Roll
Upon landing a successful attack, the damage is determined by a Damage Roll, associated with a Damage Type.
Damage is calculated by the following formula :
Damage = Damage Tick Range Rolls + ( Potential Modifier x Damage Tick Multiplicator )
Damage Ticks
Damage Ticks are rough indicators of damage severity.
In order to avoid raw value balancing, which was out of scope for Linguomancy's mechanics, Damage Ticks instead define an estimated range of damage.
This range of damage describes a minimum and maximum value. By rolling one or multiple undefined dice, the mathematic expected damage value of the rolls should then fall inside this range.
For example, an attack of Low Damage has a range of 4 to 8. Regardless of what dice used and how many are rolled, the weighted average of the rolls should fall in between 4 and 8 HP of damage inflicted.
Along with this range of damage, Damage Ticks apply a multiplicator on the Potential Modifier.
| Damage Tick | Range of Expected damage value | Potential Modifier Multiplicator |
|---|---|---|
| None | No damage dealt | 0 |
| Tiny | 1 - 4 | 1 |
| Low | 4 - 8 | 1 |
| Moderate | 8 - 12 | 1 |
| Strong | 12 - 16 | 2 |
| High | 16- 20 | 2 |
| Major | 20 - 30 | 2 |
| Severe | 30 - 40 | 3 |
| Huge | 40 - 50 | 3 |
| Massive | 50 - 60 | 3 |
| Extreme | 60 - 100 | 5 |
| Ultimate | 100 - 250 or above | 10 |

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