John Robinson - any "secondary effects" of damage would be one time and directly related to the amount of damage you take. So, having Unholy Resist would allow you to mitigate or stop these types of secondary effects.
I have modified the original post to conform to the rules that have been in the game since alpha - attackers win ties. Sorry that I got that wrong for a while, not sure how I got it switched around, but I was just looking over the original combat rules and then the code and confirmed. Attackers win ties.
Hey, I had a question about Evasion. This may have been mentioned elsewhere but now that I'm in E2 a lot more it's definitely more pertinent.
I am finding heavier armor with reductions to Evasion, but I was under the impression that Evasion only comes from armor, is that correct? If so, an armor that gives -2 Evasion wouldn't reduce my dice pool below zero would it?
I guess my main point is, from what I know right now, there's no drawback to using -x Evasion armor. But that can't be right, can it?
A weapon/attack talent's damage is easiest explained using an example. A sword that does 10-21 damage would cause 10+D11 damage. The weapon has a base damage of 10 and a damage die of 11, meaning the minimum damage it will cause, while the damage die of 11 comes from taking the maximum damage the sword can cause and taking away the minimum. It is important to note, in regards to Attack Spell Talents (For example, Karjtan's Firebolt) that the base damage is always Physical, and it is only the damage die of the Talent that is type listed alongside the Talent.
For example, Karjtan has a Firebolt at rank 6. Whenever he hits his opponent, he will cause 50 Physical Damage before soak and an additional D50 Fire Damage.
To put it as a simple equation, damage range can be expressed as X to Y. The damage it will cause can then be put as X+(Y-X)D.
I'm looking for a bit of clarification on the dice metaphor used for visualizing damage calculations.
An 11-sided dice has faces showing values of 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, and 11. Note that there are no faces holding the value 0.
In the above example of a sword causing 10-21 damage, it is explained that this is equivalent to damage 10 + D11. However, if the face of the D11 dice does not hold value 0, then 10 + D11 would indicate a damage range of 11-21. The correct way to express 10-21 damage with dice should be 10 + D12 - 1, or 9 + D12.
My question is, unlike real die, to HoS die roll 0's?
I'm a bit of a min-maxer and clarification of this discrepancy would help me out. Thanks!