DungeonSettlers.wiki

Combat : éléments et armes

Steam

Malgré les noms de sorts hauts en couleur, les dégâts dans Dungeon Settlers sont binaires : tout est soit Physique soit Magique. Weapons come in one-handed types that can carry a shield and two-handed types that block the shield slot.

En un coup d'œil

Types de dégâtsUniquement Physique et Magique (pas de types de dégâts élémentaires)
Statistiques défensivesRésistance physique et Résistance magique uniquement
Armes à deux mainsBow, Fire Staff, Greatsword, Nature Staff, Spear, Water Staff block the shield slot, per the client IsTwoHanded check in DS_B.0.4.23
Armes à une mainBlunt, Sword can use a shield
Incompatibilité du bouclierCannot be worn with a spear, a bow or any staff
Répartition des zones d'impactEnviron 30 % tête / 70 % corps
GardeRéduit les dégâts subis d'environ 50 %
Coup critique1,5x de dégâts
Encerclement+10% hit and +5% crit per surrounding unit. Defined in the data but not active in this build, since no code reads it

Types de dégâts

RuleIl n'y a aucun élément de combat Eau (ni Feu/Nature) for mitigation purposes. The element labels on spells are only a UI color, and enemies have just 2 defensive stats, Résistance physique et Résistance magique.

A "water" spell simply deals Magic damage. Ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.

One-handed and two-handed weapons

Two-handed weapons occupy both hands and block the shield/off-hand slot. The 6 of them are:

  • Arc
  • Bâton de feu
  • Grande épée
  • Bâton de nature
  • Lance
  • Bâton d'eau

One-handed weapons (Blunt, Sword) can pair with a shield for sword-and-board play.

AttentionA shield can never be combined with a spear, a bow or a staff on the same unit.
NoteThe client's ItemSubTypeExtension.IsTwoHanded check in DS_B.0.4.23 (build 25284551) flags exactly Bow, Fire Staff, Greatsword, Nature Staff, Spear, Water Staff. Dagger and Axe count as one-handed there, but the build ships no Dagger or Axe item.

Combat constants

A few combat constants worth knowing:

  • Attacks split between head and body hit locations, about 30% head and 70% body.
  • A successful garde cuts incoming damage by about 50%.
  • A critical hit deals 1.5x damage.

Encerclement

Les données du jeu définissent aussi une constante d' encerclement constant, a bonus per unit surrounding a target:

  • GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusHitRate is a +10% de bonus à la probabilité de toucher
  • GAMESYSTEM_Combat_StrategyRule_Encirclement_BonusCriticalRate is a +5% de bonus à la chance de critique
AttentionA decompile of this build shows encirclement is pas relié au code de combat. No compiled code reads those constants, and the hit/crit resolution has no positioning term, so encirclement has aucun effet sur personne.

If the developers activate it, it would apply symétriquement from the first surrounding unit. The bonus would work for and against you, since combat resolution is faction-agnostic.

Gravures

Vous pouvez tout de même donner à une unité une arme ou une école de magie que son historique n'accorde pas, en utilisant un arbre de compétences inscription. That is how a caster can pick up, say, Water Magic.

Training a tree is separate from the gear a unit can physically hold at once. An inscription can't let a unit hold a two-handed staff and a shield simultaneously.