Io-Daedalic
Educated
The displayed THC includes parry/dodge of the opponent as the game does only one roll. The upcoming detailed combat log will help to explain this as you'll be able to see (your characters') dice rolls. I explained how to-hit works a few days ago on our official company board, so let me quote that to maybe clarify things:toro, the to-hit chances are calculated correctly in the game, but you have to keep in mind that what you see is only the chance of your character to succeed with is attack roll. If you succeed, the enemy still has the chance to parry or evade.
The calculation of the to-hit chance is explained in the in-game help, as well, look it up there, it's not simply a roll against his attack.
What is missing there, is the calculation of evasion or parry rolls, but I suspect that they follow a similar patter to the attack rolls, i.e. you don't simply roll against the attack, parry, or evade value, but rather a number that is modified according to the opponent's attack or parry values.
This is only my suspicion, but a) do we know that the attack role is calculated that way and b) would it explain why my chars largely stopped parrying against the buffed enemies from chapter 4+5.
In contrast to the TDE 4 ruleset, there is no dedicated parry or dodge roll. The attack of the attacker is weighted against the parry/dodge (whatever is available and has the highest value) of the defender. If they are the same, the chance to hit is 60%. For each increasing point of difference between the two values, the chance to hit will be modified by +5% or -5%, up to a value of 95% hit chance. Any hit using this one and only dice roll will be considered a "hit", any miss will be considered a successful "parry"/"dodge". A roll of 20 on the D20 is considered a "masterly parry"/"masterly dodge" by the defender. So there are essentially no "misses" due to not having separate rolls any more. Also note that there is no way to dodge after a failed parry.
This is also different with distance attacks, where there is a minimum chance of 10% to miss (19 or 20 on a D20). Rolling a 20 in distance combat will result in a true "miss", whereas rolling a 19 will result in a "masterly parry"/"masterly dodge" from the opponent. Distance attacks can only be parried if the defender has a shield equipped.
A character can parry only once per round, but dodge any number of times. However, for every attack beyond the first the dodge attempt is made at a commulative -2 penalty (0, -2, -4, etc.). A masterly parry does not prevent further parries, a masterly dodge does not result in a -2 penalty for subsequent dodge attempts.
I see the point that some fights with a lot of enemies are tedious. We talked about that, but it's a bigger thing to implement and we think the effort isn't quite justified with the number of fights where it would really speed up things being fairly low. We have to be a bit picky about the things we want implemented and it's just on the lower end of the priorities.update info...
I didn't see any mention of animation speed options. Will these be coming in 1.3?