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So as far as I could find, armor only affects to-hit chance in MM6, and there is no such thing as a physical resistance stat.

However, I have seen damage numbers that should be impossible without some form of damage reduction.

Examples:
With a longbow (5d2 + 0), my Archer hit a Veteran for a single point of damage, minimum should be 5.
With a piercing dagger (2d3 +4), Might 13 (-1) and Heroism running (skill level 4 -> +9), my Sorcerer hit for 5 damage, minimum should be 14.

Perhaps there is some sort of "glancing blow" mechanic?

edit: Now that I think about it, since slimes don't take any phys damage at all, there has to be some sort of resistance stat. Or is that a simple immunity flag?
Post edited December 07, 2022 by Beanstalker
avatar
Beanstalker: So as far as I could find, armor only affects to-hit chance in MM6, and there is no such thing as a physical resistance stat.

However, I have seen damage numbers that should be impossible without some form of damage reduction.

Examples:
With a longbow (5d2 + 0), my Archer hit a Veteran for a single point of damage, minimum should be 5.
With a piercing dagger (2d3 +4), Might 13 (-1) and Heroism running (skill level 4 -> +9), my Sorcerer hit for 5 damage, minimum should be 14.

Perhaps there is some sort of "glancing blow" mechanic?

edit: Now that I think about it, since slimes don't take any phys damage at all, there has to be some sort of resistance stat. Or is that a simple immunity flag?
Yes, monsters may have physical resistance.
https://grayface.github.io/mm/mechanics/#Resistances
Bookwyrm is correct

Monsters may have a physical resistance, and that works exactly like elemental resistance.(every successful consecutive "roll" halves it)

In MM6 your characters cannot have a physical resistance stat, but in MM7/MM8 they can reduce it by one half / one third with plate mastered / chain armor grand-mastered, respectively. Only knight-types and archers can do so.
Post edited December 13, 2022 by UndeadHalfOrc
avatar
Beanstalker: So as far as I could find, armor only affects to-hit chance in MM6, and there is no such thing as a physical resistance stat.

However, I have seen damage numbers that should be impossible without some form of damage reduction.

Examples:
With a longbow (5d2 + 0), my Archer hit a Veteran for a single point of damage, minimum should be 5.
With a piercing dagger (2d3 +4), Might 13 (-1) and Heroism running (skill level 4 -> +9), my Sorcerer hit for 5 damage, minimum should be 14.

Perhaps there is some sort of "glancing blow" mechanic?

edit: Now that I think about it, since slimes don't take any phys damage at all, there has to be some sort of resistance stat. Or is that a simple immunity flag?
the slimes (or oozes) are damaged/killed by fire, air, or water spells or enchanted weapons.