Melee hits and reactions
In ordinary melee combat against enemies, the creature gets a chance to dodge before your damage is worked out. A dodge spends your attack turn. A normal critical hit doubles the swing before later bonuses and defences. The ordinary critical chance roll caps at 75%, though some perks can make an otherwise normal hit critical.
A melee swing starts with your physical damage plus any fire, cold and poison damage. Weather, the target's statuses, armour and resistances can then change the result. Armour piercing reduces the armour used against that hit. A hardened boss spell shield stops weapon damage completely until spellcraft breaks it.
Lifesteal restores a flat amount of health from your main swing, with a limit for each hit. That limit is the greater of 4 health or 12% of your maximum health, rounded to a whole number. You still cannot gain more than your Lifesteal amount or the strength of the swing. Bloodless targets give nothing, Sapped reduces the amount, and a healing-blocking aura prevents the heal.
Some creatures reflect part of your main melee swing back at you. Ranged attacks and spells avoid this melee reflection. Your own thorns work differently: they hurt a creature after its attack reaches you, while effects that retaliate on a dodge only trigger when you evade the blow. Shield Bash also needs a dodge, rather than a successful block.
Echo Strike has a 25% chance to repeat the main hit if the target survives. A perk that chains critical hits chooses an eligible creature beside the main target, preferring the one with the least health. These extra hits apply the new target's defences separately. Charge effects can add another hit after the main attack, but only while its target is still alive.
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