Difference between revisions of "Combat"

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Combat intro paragraph. Mention readying of weapons and armour and link to the items page.
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Combat is an essential part of EUO. Before entering combat, you will probably want to '''r'''eady your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.
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==Combat Controls==
 
==Combat Controls==
===Melee Combat Controls===
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Refer to: [[Keyboard Controls|Controls]]
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.
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===Special Moves===
 
To perform a special move (see below for special move details) use CTRL-ALT-direction.
 
  
===Ranged Combat Controls===
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==Combat Maths Basics==
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses autotargeting.
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===Melee combat===
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Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.
  
To attack:
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Your attack strength is derived from a combination of:
*press CTRL-UP
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* the +AS enchantment on your weapon.
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* the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls.
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* the skill you have in using the weapon used.
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* tactics if you are wielding a fighter weapon, and
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* the stats of your character.
  
To can change targets, use either:
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Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to [[Class Skills]] for specific information about the armour types that each class can benefit from.
*CTRL-LEFT & CTRL-RIGHT
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*SHIFT-a & SHIFT-s
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*CTRL-a & CTRL-s
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===Combat Spellcasting Controls===
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Damage scaling:
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.
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If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent's Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.
  
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.
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Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.  
  
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.
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Diamond weapons ignore the Def of the opponent.
  
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn't matter in which direction it is cast when used with shift-dir.
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===Magical combat===
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Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.
  
==Combat Maths Basics==
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While some spells have their own formula, generally speaking most spells base damage scale to caster's Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.
Every player & creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker's AS and the defender's defense, the more damage will be done.
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Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.
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Intelligence is straightforward, it is the total of your Intelligence from your base [[Player_Stats|Stats]] and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated.  
  
==Combat and Skills==
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Your Magic Resistance is derived from:
===Weapon skills===
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* the +MR enchantment on items worn
There are a number weapon skills - longswords, foils, maces, polearms, axes, shortswords, ranged and unarmed. Anyone can use any weapon, but to use it effectively, you should be trained in that skill. The higher your skill with a particular weapon, the highter your attack strength will be when a weapon of that skill base is eqipped.
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* the total MR gained from your equipment due to tint (crystal or mithril), if it is [[Mythic_Item_Crafting|Mythic]] or not, etc.
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* the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity.  
  
When you find or buy weapons, their required skill is displayed with their damage and weight, so there shouldn't be any confusion as to what does what.
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Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.
  
===Unarmed combat===
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==Damage Types and Stat Dependent Damage Optimisation==
If your really game, you can choose to only wear non-armour (eg gi, cap, gloves) clothing and have no weapon equipped. If this is the case, then you'll be fighting unarmed (and unarmoured I guess) - think of it as fighting monk-style.
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===Damage Types===
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Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:
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* Undead: vulnerable to bludgeoning damage
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* Hellspawn: vulnerable to slashing damage
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* Dragons: vulnerable to piercing damage
  
Unarmed can be just as effective as regular weapon fighting, so don't be discouraged. It is also advantageous in that you carry less armour, so you'll be able to carry more loot.
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===Stat Dependent Damage Optimisation===
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The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.
  
===Tactics skill===
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Refer to the following for more specific information on damage types and stat dependent damage optimisation:
Skill in tactics gives a boost to Attack Strength and Defense. Tactics will raise automatically when attacking with Maces, Longswords, Polearms, Axes or Unarmed.
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* Axes, Longswords, Maces, Polearms: [[Fighter#Fighter_Weapon_Skills|Fighter Weapon Skills]]
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* Foils, Ranged, Shortswords: [[Rogue#Rogue_Weapon_Skills|Rogue Weapon Skills]]
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* Unarmed, Staves: [[Miscellaneous_Skills#Miscellaneous_Weapon_Skills|Miscellaneous Weapon Skills]]
  
===Block skill (shield use)===
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== Special Rage Attacks==
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Rage attacks are special abilities that use rage as a resource. Rage is generated by dealing damage or to a much lesser extent by taking damage. Rage that isn't used expires after a few seconds. 
  
==Fighter (and Rogue) Special Moves==
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See [[Combat Abilities]] for more details.
  
For users of longswords, polearms, axes, maces, foils and unarmed who's skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it's own 'special move'.
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==Other Combat Notes==
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===Dual Wield===
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Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).
  
The move is executed with CTRL-ALT-Direction. Each move uses 33% of your mana, and there is a short cool-off (a couple of seconds) required between consequetive specials.
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Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.
  
The special moves, for each skill, are:
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===Criticals===
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When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.
  
'''Longswords : FLURRY'''<br>
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Note: using a tinted weapon will decrease the chance of criticals being inflicted.
Performs up to 6 swings (thus attacks) in one, hitting targets adjacent to you randomly.
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'''Maces : STUN'''<br>
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===Parry and Riposte===
The target becomes stunned, and cannot attack for a short period of time.
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Rogues using foils can parry and riposte.
  
'''Axes : CLEAVE'''<br>
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For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.
The target's Attack Strength & Defense become temporarily reduced, thus making the target substantially weaker.
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'''Polearms : BLOODBOLT'''<br>
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===Dodge===
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies.
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Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.  
  
'''Unarmed : QUIVERING PALM'''<br>
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Most magics have a low chance of also being dodged.
Target becomes stunned and blind. Length of stun is about half of that as Maces' stun.
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'''Foils : Disarm (PvP only)'''<br>
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===Movement===
Target's weapon is unequipped and dropped on the ground.
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The speed at which a character moves (or flees) is dependent on two things:
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* The higher a character's dexterity is, the faster he or she will move.
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* The heavier the armour worn, the slower the character will move.
  
==Other Notes==
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However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to individual [[Classes|class]] pages for class-specific information on armour types and movement.
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===Unarmed Combat===
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A character gains additional bonuses when fighting unarmed. For [[Monk]]s this is the best way to do melee combat.
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For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
  
===Parry and Riposte===
 
  
===Dodge===
 
  
===Armour Weights===
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{{Navigation Skills}}
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[[Category:Skills]]

Latest revision as of 07:56, 2 March 2025

Combat is an essential part of EUO. Before entering combat, you will probably want to ready your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.


Combat Controls

Refer to: Controls


Combat Maths Basics

Melee combat

Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.

Your attack strength is derived from a combination of:

  • the +AS enchantment on your weapon.
  • the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), the +AS enchantment on rings, necklaces, sigils, offhand equipment like lutes, orbs and skulls.
  • the skill you have in using the weapon used.
  • tactics if you are wielding a fighter weapon, and
  • the stats of your character.

Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to Class Skills for specific information about the armour types that each class can benefit from.

Damage scaling: If your AS is same as the opponent Defense, you deal maximum damage that you are capable of. If your AS is 20 lower than the opponent's Defense, the damage you deal is reduced to 25%. In between it is scaled from 25% to 100%.

Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.

Diamond weapons ignore the Def of the opponent.

Magical combat

Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.

While some spells have their own formula, generally speaking most spells base damage scale to caster's Int and most spell damage is reduced by high MR. For example, Xen Corp (Kill) ignores target MR, while Vas An Mani Tym (greater power word pain) does % of target hp damage over time.

Intelligence is straightforward, it is the total of your Intelligence from your base Stats and +Int enchantments on the equipment you are wearing and +Int buffs from food and potions, multiplied by any % Intelligence buffs activated.

Your Magic Resistance is derived from:

  • the +MR enchantment on items worn
  • the total MR gained from your equipment due to tint (crystal or mithril), if it is Mythic or not, etc.
  • the stats of your character, mainly from your Intelligence but also some contribution from Strength and Dexterity.

Magical damage scaling is slightly more complicated than melee damage scaling, but roughly: If your Int is the same or higher than the defending MR, then you do 110% of the damage you are capable of. If the defending MR is 1.25x higher than the attacking Int, the damage dealt is reduced to 25% of the maximum damage.

Damage Types and Stat Dependent Damage Optimisation

Damage Types

Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:

  • Undead: vulnerable to bludgeoning damage
  • Hellspawn: vulnerable to slashing damage
  • Dragons: vulnerable to piercing damage

Stat Dependent Damage Optimisation

The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.

Refer to the following for more specific information on damage types and stat dependent damage optimisation:

Special Rage Attacks

Rage attacks are special abilities that use rage as a resource. Rage is generated by dealing damage or to a much lesser extent by taking damage. Rage that isn't used expires after a few seconds.

See Combat Abilities for more details.

Other Combat Notes

Dual Wield

Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).

Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.

Criticals

When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.

Note: using a tinted weapon will decrease the chance of criticals being inflicted.

Parry and Riposte

Rogues using foils can parry and riposte.

For detailed information on this, refer to the Foil weapon skill subsection in the Rogue page.

Dodge

Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.

Most magics have a low chance of also being dodged.

Movement

The speed at which a character moves (or flees) is dependent on two things:

  • The higher a character's dexterity is, the faster he or she will move.
  • The heavier the armour worn, the slower the character will move.

However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to individual class pages for class-specific information on armour types and movement.

Unarmed Combat

A character gains additional bonuses when fighting unarmed. For Monks this is the best way to do melee combat.

For detailed information on this, refer to Unarmed.



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