Difference between revisions of "Combat"

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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.
 
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 weapon with Runed tint will increase the chance of criticals being inflicted.
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Note: using a tinted weapon will decrease the chance of criticals being inflicted.
  
 
===Parry and Riposte===
 
===Parry and Riposte===

Revision as of 12:01, 5 April 2010

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

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 from items worn (note that the +AS on gloves do not count unless using bare fists),
  • 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 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:


Combat and Skills

Refer to Class Skills and Miscellaneous Skills.


Special Rage Attacks

100% Rage Attacks

When one's 'rage' is at 100%, the following special rage abilities can be executed:

  • Special Move - executes the (default) ability associated to the weapon wielded.
  • Bloodbolt - the polearm special rage attack.
  • Cleave - the axe special rage attack.
  • Flurry - the longsword special rage attack.
  • Thunderclap - the mace or blessed mave special rage attack.
  • Spray n Pray - the (non-default) ranged special rage attack.

The effect of any of the above special rage attacks is either dependent on the weapon skill corresponding to the weapon wielded (when "special move" is executed), or in the case of one of the four fighter skills (i.e., bloodbolt, cleave, flurry, thunderclap), to the weapon skill corresponding to the specific fighter special rage attack used:

  • 25% weapon skill: deals 1.5 times the damage of a regular attack.
  • 60% weapon skill: deals 2.0 times the damage of a regular attack.
  • 90% weapon skill: a weapon-type specific special attack is executed
    • Axes: CLEAVE (or FLURRY, or THUNDERCLAP)
    • Foils: DISARM
    • Longswords: FLURRY (or CLEAVE, or BLOODBOLT)
    • Maces: THUNDERCLAP (or BLOODBOLT, or FLURRY)
    • Polearms: BLOODBOLT (or CLEAVE, or THUNDERCLAP)
    • Ranged: POINT-BLANK HEAD-SHOT (when "special move" is used) or Spray n Pray
    • Shortswords: SLICE AND DICE
    • Staves: MR CLEAVE
    • Unarmed: QUIVERING PALM

50% Rage Attacks

When one's 'rage' is at 50%, the following special rage abilities can be executed:

  • Foils or Shortswords: GOUGE
  • Ranged: AIMED SHOT

30% Rage Attacks

When one's 'rage' is at 30%, the following special rage ability can be executed:

  • Axes, Longswords, Maces, Polearms, Staves, or Unarmed: CHARGE

Refer to the following for more specific information on specific 30%, 50% and 90% special rage attacks:

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 at 100%.

The special rage attack is executed when it is bound to an F-key and the appropriate key combination is pressed (e.g., bind the special move ability to F2 to use it with the alt+dir keyboard command; see Keyboard Controls).


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 Rogue Weapon Skills.

Dodge

All characters have a chance to dodge non-spell attacks.

For detailed information on this, refer to the subsection on Dodge in Miscellaneous Abilities.

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.