Effects of Skills and Stats

Effects of Skills and Stats

Skills
Skills seem to have a less noticeable impact on gameplay than stats, yet, skills govern the growth of stats. In addition to this effect, they also confer some other benefits.
bulletMelee
This skill affects the attack/defense ratings of a character in melee combat. See the notes below on calculation.
bulletRange
This skill affects the attack/defense ratings of a character in ranged combat. Additionally, this affects the aiming error calculation on ranged weapons.

As ThisLittlePig put it in this post, "ranged skill effects how accurately your shot will fire. If you have a low ranged skill then your shot will deviate more from the perfect path. Having a high ranged skill is more important the longer the range your bow is, but an extreme ranged skill is less important then having a high melee or magic skill for the melee fighter and magic user respectively. The real benefit of using ranged is that your dexterity will increase. This will enable you to use bigger and better bows, and has a pretty good effect on your armor class. Dexterity also greatly increases the chance that you will hit and will avoid being hit when in melee combat."

See the notes below on calculation.

bulletCombat
Increases to this skill enable the caster access to higher level spells, usually at the cost of increasing mana requirements.
bulletNature
Increases to this skill enable the caster access to higher level spells, usually at the cost of increasing mana requirements.

Attack and defense rating coefficients are described in formulas.gas as:

Attack Rating = (0.45 * skill_level) + (0.55 * dex) + (0.15 * int)
Defend Rating = (0.45 * skill_level) + (0.55 * dex) + (0.15 * int)

Also, there's "hit_chance = 50.0" and aiming error calculation constants for ranged combat:

error_rating = 0.35*dex + 0.10*int + 0.55*range_skill
Error = 4.0*((100 - ATan(error_rating/14.7)*63)/100)

According to BigAssCat (in post #56), "the chance to score a hit appears to be based upon both the ratings of the attacker and the defender. When both ratings are equal there is a 50% chance to hit.

[The error equation] results in a steep drop of aiming error at first, then levels off (doesn't improve as much) once the rating gets close to 40."

This means that chance to hit is penalized when fighting enemies with higher ratings and enhanced when fighting enemies with lower ratings. Hence why you rarely miss when fighting creatures below "your level."

Stats

bulletStrength
Each point of STR confers 28.1 health, 1 mana and 2 points to both min and max damage.
bulletDexterity
Each point of DEX confers 9.8 health, 4 mana and some Defense/Armor bonus.
bulletIntelligence
Each point of INT confers 9.8 health and 25 mana.

 

 

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