Skip to content

Combat

Combat on Lyonspyre uses pre-AOS / T2A-era math — none of the post-2003 Armor-Ignore, Damage-Increase, or insurance systems exist. Stamina is the throttle on swing speed, your weapon's Speed stat is the divisor, your Min/MaxDamage is rolled flat then scaled by Tactics + Anatomy + Strength.

We layer modern bonuses on top: Resonance Air gives swing-speed-increase, talents grant hit-chance and damage bonuses, item properties (when present) feed the same accumulator that AOS would have used. All bonuses are capped at +60% SSI / standard caps so the underlying math stays predictable.

Quick reference

Topic TL;DR
Swing speed 15000 / ((Stam+100) * WeaponSpeed) then SSI multiplier, capped at +60% / 1.25s floor
Hit chance (attackerSkill + 50) / ((defenderSkill + 50) * 2) then talent / resonance bonuses
Damage calculation Random Min..Max → Tactics scale → Anatomy scale → Strength scale → Talents/Resonance
Parry Shield: (Parry / 4)%. Two-hander: depends on Bushido / Parry combo
Stats — HP / Mana / Stamina HP = STR (pure T2A), Mana = INT, Stamina = DEX

Where this differs from vanilla T2A

We restored swing-speed-increase (SSI) on the pre-AOS swing-delay formula. Vanilla pre-AOS dropped every SSI bonus on the floor — useful in 1999 when items didn't ship SSI, useless now that our Resonance system relies on it. On Lyonspyre, item SSI, Resonance Air, and Discordance malus all feed swing speed, capped at +60% / 1.25s floor.

We also restored pure T2A 1:1 HP scaling — HP = STR flat, not the Str/2 + 50 fallback that crept in from later eras.