
In previous builds health was reduced by a fraction of the endurance value (typically at a 1:4 ratio) and has since been changed. Health loss occurs at the same time as Endurance loss and at the same rate. When a character lands a damaging blow, he or she deals damage according damage type vs Damage Threshold and affect the target's current Health and Endurance. Defenses are determined by character attributes and class and are further modified by level, equipment, spells, abilities and talents. The higher a character's Defense, the more likely the opponent is to miss or only graze you.

There are four Defenses: Deflection, Fortitude, Reflex and Will. Defense A character's Defense represents how hard it is for opponents to land damaging blow on the character.It can be further modified by various class abilities and items. Accuracy It represents the measures of a character's chance to hit with any attack melee/ranged weapons, spells etc.

The likelihood of each outcome is based on the difference between the attacker's accuracy vs target's defense values and can be further modified by various class abilities. Each attack can result in Critical Hit, Hit, Graze or Miss, which will affect the attack damage or duration. Attack roll represents a character's attempts to strike an opponent.Successful attack may Interrupt the target Action and will result in an impact animation. the target's defense(s), how effective your strike is determined by an attack roll. When characters do something offensively (melee, ranged, spell etc.), you are always trying to hit and that always depends on your Accuracy vs.

Additionally a character wielding two weapons is making more frequent attacks than one wielding one weapon (whether single-handed, two-handed, or with a shield). Weapons have different attack speeds (and reload speeds, for crossbows and firearms), overall bringing to bear a Two-handed weapon takes more time than a fast one-handed one or using a magical implement. Heavier armor hampers recovery time between actions, thus decreasing attack/action speed. It is followed by a recovery time until the next action can be performed (movement simply pauses recovery time).Ĭertain Spells and abilities can speed up attacks/actions. Each action takes time to perform, as the relevant animation plays out and can be "interrupted". Selecting an action to perform will result in the character performing that action as soon as they are in range. Actions take place in a real-time environment, which include repeated actions such as standard attacks, reloading/firing and one-off/special use actions, such as spell casting and item use.
