Players attempting to understand some of Medievia's mechanics about
equipment, skill, and stat modifiers should make sure they understand
the statistical difference between an absolute and a relative modifier.
Generally, all skill and combat checks are done by calculating some
pass/fail number for a particular event, then generating a random number
between two particular values and comparing them. For example, if Bob
has a 60 percent chance of hitting a monster with his sword, "60" is
considered the pass/fail number, and the game picks a random number
between 1 and 100. If this random number is 1-60, the sword hits. If
this random number is 61-100, the sword misses.
Now, if something grants a 10 percent bonus to Bob's chance to hit,
how does that affect the calculation? It depends on whether that 10
percent is a relative or absolute modifier.
An absolute modifier adds a particular amount, regardless of the base
score. If this combat bonus Bob is receiving is an absolute 10 percent,
his new pass/fail score is 60+10 = 70. Note that this 10 value would
be added regardless of Bob's original score; if he were facing a heavily
armored opponent and only had a 5 percent base chance to hit, this
theoretical bonus would raise it to 5+10 = 15.
A relative modifier adds an amount that is dependant on the base score. If
this combat bonus Bob is receiving is a relative 10 percent, his new
pass/fail score is 60 + (60*0.1) = 66. If Bob were facing the previously
mentioned heavily armored opponent and only had a 5 percent base chance to
hit, this theoretical bonus would raise it to 5 + (5*0.1) = 5.5 percent.
With relative modifiers, it is also important to note whether something
increases the success chance, or decreases the failure chance. Using
the previous example, again assume Bob's chance to hit a monster is 60
percent. Now, assume the 10 percent combat bonus is a relative modifier
that increases success chance. That means that it is a 10 percent increase
of 60 percent, which translates to 60 + (60*0.1) = 66. However, if this
combat bonus instead was a 10 percent decrease in the chance to miss, it
would instead translate as 100 - (40 - 40*0.1) = 64. In other words, the
40 percent chance to miss is decreased by 10 percent down to 36, meaning
Bob has a 64 percent chance of hitting his opponent.
Other help files will be updated soon, but examples of each type of
- Parry modifier based on weapon size, LONG and offhand.
- Disarm modifier based on weapon size, LONG and offhand.
- INFMELEE's modifier to secondattack/thirdattack.
- Modifier to dodge/parry based on you and your opponent's
- Proficiency modifiers from equipment
- INFMAGE INFCLERIC, and INFSPELL's damage modifier to spells.
- Spell fumble modifiers from equipment (decreases failure chance)