Posted April 28, 2010
The way that works, for those who don't feel like diving into the combat mechanics section of the manual, is thus.
A sword (or point of defense on the unit screen) is a 30% chance of dealing 1 hit of damage. A +1 to Hit boosts that by 10%; thus, after +7 to Hit is achieved (it's not too hard if you get a hero with the innate that boosts their to-hit chance and hand them a weapon that does the same) means that, assuming no hit penalties get applied, you're dealing 1 point of damage per point of attack.
A shield is a 30% chance of blocking 1 hit of incoming damage. I can't recall any effect in the game that boosts this 30% chance aside from Lucky.
A cross is a 10% chance of resisting an incoming effect; therefore, with 5 crosses, you have a 50% chance of blocking an incoming effect, and with 10 crosses, you have a 100% chance of blocking an incoming effect.
Some abilities, of course, can ignore crosses of resistance; it will be listed in the spell description or in the skill's description whether it gives a saving throw penalty.
Thus, in the later game, there are diminishing returns on some stats. Anything past twelve or fourteen crosses begins to become pointless, since there's not really much that can break through that. Anything past +7 to Hit is similarly more or less pointless, since there are very few enemies with a hit-reduction (I think some Death or Sorcery magic may apply it, but not sure). Defense increases also begin to lose their effectiveness later in the game, because it stays at a flat 30% chance-per-shield, as opposed to the scaling to-hit bonuses that attackers will receive as they level or as you begin to encounter better Fantastic Creatures.
Hope this helps!
A sword (or point of defense on the unit screen) is a 30% chance of dealing 1 hit of damage. A +1 to Hit boosts that by 10%; thus, after +7 to Hit is achieved (it's not too hard if you get a hero with the innate that boosts their to-hit chance and hand them a weapon that does the same) means that, assuming no hit penalties get applied, you're dealing 1 point of damage per point of attack.
A shield is a 30% chance of blocking 1 hit of incoming damage. I can't recall any effect in the game that boosts this 30% chance aside from Lucky.
A cross is a 10% chance of resisting an incoming effect; therefore, with 5 crosses, you have a 50% chance of blocking an incoming effect, and with 10 crosses, you have a 100% chance of blocking an incoming effect.
Some abilities, of course, can ignore crosses of resistance; it will be listed in the spell description or in the skill's description whether it gives a saving throw penalty.
Thus, in the later game, there are diminishing returns on some stats. Anything past twelve or fourteen crosses begins to become pointless, since there's not really much that can break through that. Anything past +7 to Hit is similarly more or less pointless, since there are very few enemies with a hit-reduction (I think some Death or Sorcery magic may apply it, but not sure). Defense increases also begin to lose their effectiveness later in the game, because it stays at a flat 30% chance-per-shield, as opposed to the scaling to-hit bonuses that attackers will receive as they level or as you begin to encounter better Fantastic Creatures.
Hope this helps!