VaultAggie posted:
I don't understand the attack resolution part. What numbers are we comparing and how do we know when to compare them?
You always want the Accuracy of your attacks to be as high as possible. You will probably be able to see your Accuracy with various weapons/attacks in the interface. Additionally, you'll probably see your Accuracy in the combat log. Some classes have inherent Accuracy bonuses (e.g. fighters have an inherent Accuracy bonus with all melee weapons) and all characters gain Accuracy across the board as they gain levels.
Defenses will not typically be apparent by looking at characters, or if they do have some representation, it will be general rather than specific. As with A/D&D Saving Throws, some classes start out with an advantage in certain defenses (e.g. barbarians have higher starting Fortitude defense and rogues have higher starting Reflexes defense). As with Accuracy, defenses increase as you gain levels. On top of all this, both Accuracy and defenses can be boosted with Abilities, Talents (feats), spells, items, etc.
Lotish posted:
I'm curious how the weapon types compare against the armor types now though. Before there was a gradient where you went from slashing being good against light to okay against medium and bad against heavy, with the reverse being true for crushing and pierce sort of filling the middle of being okay against two and best against medium. Now it sounds like each one is explicitly good versus one thing and bad versus another, so pierce has to fit that mold rather than be a middle ground.
The gradient is within type and based primarily on relative DT. I said in the video as well, but the old system did feel more natural, but there really was nothing intuitive about it. It was purely based on relative (and infinitely sliding) values. You either needed a spreadsheet or needed to memorize a spreadsheet to determine when to use a given weapon. A slashing weapon doing standard low-level damage against standard mail was terrible, but if you increased the weapon's damage output to 200% (not too hard after some levels and gear are gained), slashing was fine against mail, but bad against the
magical mail that replaced it. This was intentional because it allowed the armor system to scale with damage output, but it meant that you needed to look at a bunch of relative damage values to figure out what weapon to use.