1) Does a higher wrestling change the default damage? I assume so because under monk abilities on the wiki it statesWrestling: Default damage is 1-8 (which is modified by tactics), speed is 1 attack per 1.5 seconds. Wrestling is also used by many of the special abilities.
but is this damage increase exclusive to only monk abilities?The higher your wrestling, the more damage you will do
2) Tactics modifies wrestling damage but does it all stack together?
3) Does wrestling affect attack speed? If so is it for every weapon type in the game? I know dexterity can help in your ability to swing faster and imbuing can.
Which brings me to Tactics page:
This does not mention anything about wrestling but right now the way I'm figuring total damage output somehow is done with wrestling+tactics+anatomy. I obviously don't know any formulas as there are plenty of variables but somehow these 3 skills help determine damage so far.Tactics: Tactics determines the amount of damage you are able to inflict with each strike. Weapon skills determine the chance to strike the target whereas tactics and anatomy are used to determine damage done to the target.
Wanting to understand how anatomy plays a role I took a look there.
Simple enough to understand but what are my chances of a critical hit? Under the combat skills this is what it says:Anatomy: Anatomy has two functions: a complimentary skill to healing and determining your critical chance to hit.
In addition to complimenting healing, anatomy also determines your chance to critical hit your opponent. For more on that, check the chance to hit under combat skills.
That is the only indication we are given of what I assume anatomy increases your crit chance. Which is not very helpful.Critical Hits: Your total skill determines if you roll a critical hit.
(The old website nuts and bolts on combat actually had the information I was looking for http://valhallalost.com/thor/manual/war ... ombat.html)
Looking further into the combat page of the wiki raised even more questions as I play an assassin and a crusader. First I will start with assassins
Knifed in the back: Rogues and Assassins get a weapon damage bonus if they are standing behind their opponent equal to the weapon's damage bonus they are holding.
Class Bonuses: Paladins, Fighters, Knights, Clerics, Priests, Rogues and Assassins get up to a 25% damage bonus.
Assassins get a +3 bonus to their poison level.
How of much is that accurate? I can confirm I don't have a +3 bonus to my poison skill unless it's an unseen bonus (looking at you scrolls of power unless they now reflect bonuses in .status).Hit Chance: Assassins and Fighters get a 10% increase. Rangers get a 15% increase.
If there is a 25% bonus damage for said races how is that determined in the damage ratio? Weapon stats? Skills stats? Both?
And for crusaders and more melee players I see:
I haven't personally tested this enough to tell if there is a 45% damage reduction but if any player has any better insight please let me know if i can't get anyone to whack me in time to make an edit. Is there any way we can get just raw formulas, even if they have to be in pseudo code format, listed on the wiki so people can properly digest how these mechanics work together and/or plan out how to get better at the game without 1000 hours of trial and error with random dice rolls hoping to notice a difference on average over time? Hiding the information doesn't make the game more difficult, it just shields the information from being properly utilized. It's convoluted and disheartening rather than encouraging and informative.Armor Absorption
Melee classes get a increased bonus in the amount of damage absorbed by their armor: fighters, knights and crusaders take a 45% reduction, paladins take a 30% reduction and clerics and priests take a 20% reduction.