Difference between revisions of "Combat"

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(add mr cleave to specials and staves to dmg list. updated specials with 25%, 60% and some basic binding suggestions. removed disarm info in the parry paragraph.)
(Special Rage Attacks)
 
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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.
 
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.
 +
  
 
==Combat Controls==
 
==Combat Controls==
More information on [[Keyboard Controls|Controls]] here.
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Refer to: [[Keyboard Controls|Controls]]
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==Combat Maths Basics==
 
==Combat Maths Basics==
Every player & creature has an attack strength (also known as AS), and a defense. The higher your attack strength and defense, the better. If the defender's defense is significantly higher than the attacker's AS, the defender will take a minimum of damage.
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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.
  
Your attack strength is derived a combination of the +AS enchantment on your weapon, the skill you have in using the weapon, tactics if you are wielding a fighter weapon and the stats of your character. You defense is derived from what armour you are wearing.
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Your attack strength is derived from a combination of:
 +
* 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.  
  
===Weapon & damage types, and how stats influence bonus damage===
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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.
High stats give damage bonuses to attacks. Which stat gives the bonus depends on the weapon skill employed. Extra damage when using a mace for example is derived purely from your strength, while bonus damage when using a foil is derived purely from dexterity. Longswords, for example, get stat-damage bonuses from both dexterity and strength.
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The following table shows how your strength and dexterity stats influence bonus weapon damage, bonus attack strength as well as what type of damage each weapon family does.
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Damage scaling:
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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%.
  
maces            90% str / 10% dex  (bludgeoning)
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Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.
polearms        90% str / 10% dex  (mostly slashing)
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axes            75% str / 25% dex  (slashing)
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long swords      50% str / 50% dex  (slashing)
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unarmed          50% str / 50% dex  (bludgeoning, slashing, piercing)
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staves          50% str / 50% dex  (bludgeoning)
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short swords    25% str / 75% dex  (mostly slashing)
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ranged          25% str / 75% dex  (piercing)
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foils          100% dex            (piercing)
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==Combat and Skills==
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Diamond weapons ignore the Def of the opponent.
See [[Class Skills]].
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== Special Moves==
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===Magical combat===
Once your weapon skill gets to 25% you can execute a special move when your rage is at 100. The basic special move is a 1.5x damage attack. At 60%, your special move does double damage. For weapon users who's skill in their weapon is 90% or greater, a unique attack is available for use. Each of these combat skills has it's own 'special move'.
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Every player and creature has Intelligence (Int) and Magic Resistance (MR). The higher your Int and MR is, the better.
  
The move is executed when it is bound to an F-key and the appropriate key combination is pressed (eg bind the special move ability to F2 to use it with the alt+dir keyboard command, see [[Keyboard Controls]]). Each move uses a full bar of 'rage'. Current rage can be displayed in the stats box by pressing #, or by pressing shift-ctrl-b to show it above your avatar. The rage bar is white when it is full.
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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.
  
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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.
  
The 90% special moves, for each skill, are:
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Your Magic Resistance is derived from:
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* the +MR enchantment on items worn
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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.
  
'''Longswords : FLURRY'''<br>
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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.
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.
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'''Maces : THUNDERCLAP'''<br>
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==Damage Types and Stat Dependent Damage Optimisation==
The target and the adjacent squares all suffer a shockwave, confusing all target enemies.
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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
  
'''Axes : CLEAVE'''<br>
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===Stat Dependent Damage Optimisation===
The target's Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.<br>
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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.
Cleave move also makes the target 'Wounded' whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
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'''Polearms : BLOODBOLT'''<br>
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Refer to the following for more specific information on damage types and stat dependent damage optimisation:
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies. This works on magic-immune monsters!
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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]]
  
'''Unarmed : QUIVERING PALM'''<br>
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== Special Rage Attacks==
Target goes into 'complete shock'. For the next 5 seconds, there is a 50% chance that each landed blow will be a critical, up to a maximum of 3 critical hits.<br>
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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.
(This only works when you're wearing all 'unarmoured' gear and using an 'unarmed' weapon, or your bare hands.)
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'''Foils : DISARM'''<br>
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See [[Combat Abilities]] for more details.
Player versus player: target's weapon is unequipped and the target is not allowed to re-equip for 5 seconds.<br>
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Player versus monster: melee monster have their Attack Strength halved and magic using monsters are 50% less likely to cast for 5 seconds.
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'''Shortswords : SLICE AND DICE'''<br>
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==Other Combat Notes==
Performs 3 successive attacks on the target.
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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).
  
'''Ranged : POINT-BLANK HEAD-SHOT'''<br>
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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.
Extra damage, and also makes the target 'Wounded' whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
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'''Staves: MR CLEAVE'''<br>
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===Criticals===
The target's Magic Resistance become temporarily reduced, thus making the target substantially weaker to magic.
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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.
  
 +
Note: using a tinted weapon will decrease the chance of criticals being inflicted.
  
==Other Notes==
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===Parry and Riposte===
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Rogues using foils can parry and riposte.
  
===Dual Wield===
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For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.
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.
+
  
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.
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===Dodge===
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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.
 +
 
 +
Most magics have a low chance of also being dodged.
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 +
===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 [[Classes|class]] pages for class-specific information on armour types and movement.
 +
 
 +
===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.
 +
 
 +
For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
  
===Parry and Riposte===
 
Players with high skill in foils will be at first able to parry attacks (ie, deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker). Parry and riposte are passive abilities that occur automatically.
 
  
===Dodge===
 
Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. Magic cannot be dodged.
 
  
===Armour Weights===
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{{Navigation Skills}}
See the page on [[Items]] for more information on armour.
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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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