Combat mechanics comprise the technical details relevant to combat in Dragon Age: Inquisition.
Simplified logic for player vs enemy damage:
damage = (random between 0.95 and 1.05) * damage if physical and not rune effectiveArmor = armor * (1 - armorPenetration) damage = damage - effectiveArmor if critical damage = max(2, damage) else damage = max(1, damage) isMeleeRange = distance less than 3 meters if flanking if not isMeleeRange flankingBonus = max(0, flankingBonus - 25%) else flankingBonus = 0 damage = damage * (1 + abilityBonus) damage = damage * (1 + damageMultiplier + typeBonus + attackBonus) damage = damage * (1 + criticalBonus + flankingBonus) damage = damage * (1 - resistance) if physical and isMeleeRange defense = defenseMelee else if physical and not isMeleeRange defense = defenseRanged else defense = defenseMagic damage = damage * (1 - defense) if shielded and not flanking damage = damage * 0.5
Guard provides protection from incoming attacks by granting additional health. Guard must be broken before a target will take damage. Certain abilities (such as an upgraded Shield Bash) and items allow for increased damage against guard. Guard resets to zero after travelling to another region.
Barrier, like guard, provides protection from damage from incoming attacks and has a finite protection amount. Unlike guard, barrier effects slowly dissipate until they are no more. Various mage abilities can increase the strength and duration of barrier effects. Certain abilities and items give bonuses to damage done to barriers.
Elemental Effects Edit
Effects of opposite elements do not cancel each other out. For example, a target may be Frozen and Burning at the same time.