Combat Log

The combat log provides a summary of all the dice rolls made behind the scenes and is accessed via the LOG button in the top left corner of the game screen. Its primary use is to provide the player with information on how each templar is performing in combat; it also allows for anomalies to be found and reported.

The log is generated as follows:

1) Attacker [Hits for X dmg/ Hits and KILLS with X dmg/ misses / misses (blocked)] Defender.

The letter p will appear after the number X to signify a penetrating attack

2) Attack/Overwatch [strong dice + regular dice] = X vs Defend [strong dice + regular dice] = Y (auto-block %)

The auto-block comes into play should the defender score generate fewer successful dice; all missed/blocked attacks finish here.

3) Deflect [ X% Deflect - Y% Pen] = Z%.

Z is the value used to determine the size of the armour soak.

4) Phys Dmg (critical multiplier) [X(min)-X(max)] = X dmg, Soak [Y(min)-Y(max)] = Y soak.

The outcome is shown in the first line of the combat log and includes the non-physical damage (if applicable).

The critical multiplier is expressed as a value from 1.06 - 2.92 should a critical hit be scored, otherwise no number will appear here.

5) Fire/Plasma/Rad Dmg [X(min)-X(max)] - Soak [Y(min)-Y(max)] = Z dmg Requires special damage type to appear, and shows the player the potency of the special damage component of the attack.

Notes:

Azason used Shredding Fire Level 7 and was equipped with an AR3 plasma rifle and the Strikepoint Kit Relic. Remember min plasma damage is 30% of max, rounded down to nearest integer.

The Sentry Turret was talent level 9 from an Engineer with 16 points in Engineering and used Burst Fire Level 9 to attack.