I posted a hopefully easy to follow explanation of the nitty-gritty of Demon’s combat mechanics over on the forums: http://forum.ferretdev.org/viewtopic.php?f=8&t=29
I also wanted to answer questions that have come up about turn delay effects: http://forum.ferretdev.org/viewtopic.php?f=8&t=30
Feel free to ask in comments here or (even better!) on the forum if you have any questions about either mechanic, or anything else.
How does cunning influence on the chance of negative effects affecting enemies? I feel the stat system could be better explained, so the player can better compare his choices pertaining stat distribution
For negative effects, the attacker’s Cunning and Level oppose the target’s Vitality.
You compute two ratios first:
Attacker Cunning / Attacker Level+10
Defender Vitality / Attacker Level+10 (yes, Attacker Level+10 here too)
So, let’s say a Level 5 demon with 20 Cunning is trying to land a negative effect on a Level 3 demon with 10 Vitality. These ratios turn out to be:
20 Cunning / 15 = 1.33
10 Vitality / 15 = 0.67
You take these ratios, and filter them through a chart that looks like this:
Ratio -> %
0 -> 75%
1 -> 100%
2 -> 125%
3 -> 150%
etc.
For 1.33, we get a value of 108%. For 0.67, we get a value of 92%.
Finally, divide the first ratio’s result by the second. In this case, 108% / 92% = 117%. This is the percentage of the tooltip listed chance you have to land the negative effect on your target.
Weakness, Resistance, and Immunity also apply: Weakness and Resistance give large bonuses/penalties to landing associated effects, and of course, Immunity prevents it outright. Heroes also have a large amount of bonus resistance to all negative effects.
I’m trying to get better about explaining this stuff in game… but I’m not sure how I could effectively in a bite-sized fashion. Maybe it doesn’t need to be bite-sized and I should put these explanations in the back of the manual for any interested parties to read?