Posted December 07, 2022
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?
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