When in combat without brief modes enabled, you'll see something like the following: (M: 155 vs D: 80 B: 130 P: 60)
M is Melee offense. Mainly affected by skill in the wielded weapon type, and somewhat by the Melee skill.
R is Ranged offense. Used in calculations for firing bows/flintlocks, hurling weapons, casting magical bolt spells, etc. Hurling/bows/flintlocks are affected by Marksmanship and skill in the weapon held, casting magical bolts is affected by Marksmanship and their skill in whichever elements are utilized by the spell (for instance, a firebolt would be based on the Pyromancy skill).
D is Dodge defense. Ability to dodge any attack, mainly affected by Dodge skill.
P is Parry defense. Ability to parry melee attacks. Cannot parry ranged attacks. Mainly affected by skill in the weapon type used.
Here's what's happening in the following formula: (M: 155 vs D: 80 B: 130 P: 60)
- The attacker's melee roll is a roll of 0-155
- The defender's dodge roll is a roll of 0-80
- The defender's block roll is a roll of 0-130
- The defender's parry roll is a roll of 0-60
To reduce screen clutter, the actual roll results are not shown.
Note that having a much higher roll than your target does not mean they will not dodge and vice versa. These rolls are the maximum you can hit, not the numbers you are presently getting.
When dealing damage, you may notice minuses (-) or pluses (+). These help to show how effective an attack is. If there are minuses, the attack is being resisted by the target, whether it be because of natural resistance (such as a stone golem being resistant to slashing attacks) or armor the target is wearing. If there are pluses, the attack is particularly effective.