Difference between revisions of "Combat"
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Your attack strength is derived from a combination of: | Your attack strength is derived from a combination of: | ||
− | * the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists), | + | * the +AS enchantment on your weapon. |
− | * the skill you have in using the weapon used | + | * 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 | * tactics if you are wielding a fighter weapon, and | ||
* the stats of your character. | * the stats of your character. | ||
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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. | 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. | ||
+ | Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked. | ||
+ | |||
+ | 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%. | ||
==Damage Types and Stat Dependent Damage Optimisation== | ==Damage Types and Stat Dependent Damage Optimisation== |
Revision as of 09:40, 6 January 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.
Contents
Combat Controls
Refer to: Controls
Combat Maths Basics
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.
Defense on shields do not count towards your Defense, but instead increases the rate at which attacks are blocked.
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%.
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:
- Axes, Longswords, Maces, Polearms: Fighter Weapon Skills
- Foils, Ranged, Shortswords: Rogue Weapon Skills
- Unarmed, Staves: Miscellaneous Weapon Skills
Combat and Skills
Refer to Class Skills and Miscellaneous Skills.
Special Rage Attacks
See Combat Abilities.
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 Class Skills for class-specific information on armour types and movement.
Unarmed Combat
A character gains attitional bouses when fighting unarmed. For many this is the best way to do melee combat.
For detailed information on this, refer to Unarmed.